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<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sylvie</id>
	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sylvie"/>
	<link rel="alternate" type="text/html" href="https://shmups.wiki/library/Special:Contributions/Sylvie"/>
	<updated>2026-04-19T08:29:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Video_Index&amp;diff=37761</id>
		<title>Shippu Mahou Daisakusen/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Video_Index&amp;diff=37761"/>
		<updated>2026-04-12T21:46:50Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Typo fix + add missing info for KMH run&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Shippu Mahou Daisakusen==&lt;br /&gt;
&lt;br /&gt;
===Gain===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 1,261,204&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/684177619 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 912,370&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm32130490 Niconico]&lt;br /&gt;
| '''Racing''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 579,865&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.twitch.tv/videos/679270738 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chitta===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Andrew98&lt;br /&gt;
| 1,206,187&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/rV_ki0v47-4 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 1,073,601&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm17800701 Part 1] [https://www.nicovideo.jp/watch/sm17800806 Part 2]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix -&amp;gt; Yashiki of Ninja&lt;br /&gt;
|-&lt;br /&gt;
| sylvie&lt;br /&gt;
| 923,871&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=aj20d9KosLE Youtube]&lt;br /&gt;
| '''Racing/Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| Korszca&lt;br /&gt;
| 633,561&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=gM5qVQgSGPk Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miyamoto===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 2,265,006&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=J7AMjtvKSW8 Youtube]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| KMH&lt;br /&gt;
| 1,257,376&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=tqRsAIEw7rM Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Meriscan&lt;br /&gt;
| 1,212,934&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=zUEr0GSURBk Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| A.K上越&lt;br /&gt;
| 1,202,404&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=o8Rjw-73Sbc Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Yashiki of Ninja&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 1,089,647&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=1gJQbEYq2Ag Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Kitaru&lt;br /&gt;
| 997,700&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=CDuYfqrDRYU Youtube]&lt;br /&gt;
| '''Racing''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| Jean Bombeur&lt;br /&gt;
| 800,642&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=yBR8WHxEBZM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm &amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 768,142&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=4j3PE3KMrgM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Vludi&lt;br /&gt;
| 764,193&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=19RPIxt2ZSU Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| らいと&lt;br /&gt;
| 715,451&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm5091422 Part 1] [https://www.nicovideo.jp/watch/sm5090813 Part 2]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Add&lt;br /&gt;
| 706,694&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=OUTRoD8TuX0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Aktane&lt;br /&gt;
| 703,052&lt;br /&gt;
| Mister&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=d5BbKUgbzu8 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
| tinotormed&lt;br /&gt;
| 667,961&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=ON9KApy7p24 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
| Monouchi&lt;br /&gt;
| 623,881&lt;br /&gt;
| PCB&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=88RolKqnKLo Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| roihu3M&lt;br /&gt;
| 613,682&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=qM2z8tcS_VQ Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Juanman&lt;br /&gt;
| 582,202&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=OD9_iKgnk9Y Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| はむはむ&lt;br /&gt;
| 577,346&lt;br /&gt;
| PCB&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=iL7IR1KziSw Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bornnam===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 944,970&lt;br /&gt;
| Astro City Mini V&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm41146398 Niconico]&lt;br /&gt;
| '''Racing''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| CARPET(정전)&lt;br /&gt;
| 646,681&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=c-EyYuSmG-0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix &amp;lt;/br&amp;gt; Loop 1 only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Nirvana===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| A.K上越&lt;br /&gt;
| 1,202,585&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=RgcG5pkCsxo Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| CARPET(정전)&lt;br /&gt;
| 1,018,382&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://www.youtube.com/watch?v=OOse0kCUJWk Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| sylvie&lt;br /&gt;
| 911,090&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=e_3et4m1RQI Youtube]&lt;br /&gt;
| '''Racing''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| Pepepaco&lt;br /&gt;
| 644,731&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=xWhe41OEjaQ Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kickle &amp;amp; Laycle===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 1,081,223&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm17800504 Part 1] [https://www.nicovideo.jp/watch/sm17800600 Part 2]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kingdom Grandprix &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 939,075&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=T1ZHaWsLJWg Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Honest John===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 2,110,517&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/182572650 Twitch]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 1,330,403&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.twitch.tv/videos/179531206 Twitch]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bul-Gin===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| hamami&lt;br /&gt;
| 1,150,276&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=uXsCba8LkOM&amp;amp;t=375s Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; Starts at 6:15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kingdom Grandprix==&lt;br /&gt;
&lt;br /&gt;
===Gain===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KyoKusagani&lt;br /&gt;
| 1,450,448&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-ALL&lt;br /&gt;
| [https://www.youtube.com/watch?v=2VVh7yq6EZ8 Youtube]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 677,510&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=dLtoF-CMOkw Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chitta===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| EmperorIng360&lt;br /&gt;
| 839,702&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.twitch.tv/videos/574808464 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix &lt;br /&gt;
|-&lt;br /&gt;
| EmperorIng360&lt;br /&gt;
| 729,780&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.twitch.tv/videos/574028275 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix &lt;br /&gt;
|-&lt;br /&gt;
| Con 5 Duros&lt;br /&gt;
| 631,082&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=QN69iRvoPiM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 615,550&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=trAlaSb_VY0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Crossfire -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miyamoto===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| LordBBH&lt;br /&gt;
| 1,412,598&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=71dQ2i4cXKw&amp;amp;list=PLzM8Fj-RkltvB2PuhwP3CaGHPhcdthi0V&amp;amp;index=3&amp;amp;t=8482s Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Meriscan&lt;br /&gt;
| 1,324,452&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=KJJsoYQ22Xk Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Coin-Op Classic live event&lt;br /&gt;
|-&lt;br /&gt;
| Sentmoraap&lt;br /&gt;
| 1,270,291&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.dailymotion.com/video/x2mu3es Dailymotion]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Meriscan&lt;br /&gt;
| 1,269,604&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=5ukn8JZ7dGQ Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Sentmoraap&lt;br /&gt;
| 1,058,283&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-6&lt;br /&gt;
| [https://www.youtube.com/watch?v=Pd62auM5sus Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Yashiki of Ninja -&amp;gt; Kingdom Grandprix &amp;lt;/br&amp;gt; Stunfest&lt;br /&gt;
|-&lt;br /&gt;
| LordBBH&lt;br /&gt;
| 1,009,245&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://youtu.be/o9dilepDEC4 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 885,810&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=BzWXpJgztc4 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja&lt;br /&gt;
|-&lt;br /&gt;
| ohfivepro&lt;br /&gt;
| 805,051&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=cfN4JbfjXrw Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| buffi&lt;br /&gt;
| 781,321&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=XF0QgOiMk1I&amp;amp; Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Strato Storm&lt;br /&gt;
|-&lt;br /&gt;
| Volaju&lt;br /&gt;
| 699,714&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=SXMEJmQNnRM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bornnam===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 1,213,724&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Nv3bmpFQtHw Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Nirvana===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 1,168,650&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-6&lt;br /&gt;
| [https://www.youtube.com/watch?v=O1WqjYT2JCs Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Cooljay&lt;br /&gt;
| 688,842&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=aOajUwzUlmU Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kickle &amp;amp; Laycle===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 828,461&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zv3tsz_vvC8 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Crossfire -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Honest John===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 614,080&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=9_4NCxqSCa0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bul-Gin===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 739,640&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=eR1YjF3UOuY Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
| MEG&lt;br /&gt;
| 682,146&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=wpcXx6pXBPY Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Two Player Cooperative==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Character&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Kitty &amp;amp; StaticSphere&lt;br /&gt;
| 888,360 &amp;amp; 970,580&lt;br /&gt;
| Miyamoto &amp;amp; Chitta&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Cp0quyfZ6Ds Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; International version&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis &amp;amp; MEG&lt;br /&gt;
| 719,321 &amp;amp; 508,381&lt;br /&gt;
| Bornnam &amp;amp; Chitta&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4 &amp;amp; 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=v7SV0Uba0yA Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; International version&lt;br /&gt;
|-&lt;br /&gt;
| Neo Antwon &amp;amp; Cooljay&lt;br /&gt;
| 557,841 &amp;amp; 507,061&lt;br /&gt;
| Miyamoto &amp;amp; Nirvana&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=7Vk6v4mi3GU Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; International version&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Speedrun==&lt;br /&gt;
===1-ALL===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Time&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Character&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| sylvie&lt;br /&gt;
| 8:52:51&lt;br /&gt;
| Chitta&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=Va46Q_DU7nA Youtube]&lt;br /&gt;
| Velmatic Ocean -&amp;gt; Cross Fire -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Kitaru&lt;br /&gt;
| 8:58:98&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=gbZgmu8O5ks Youtube]&lt;br /&gt;
| Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Kitaru&lt;br /&gt;
| 9:01:26&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=IzXkWcTn3zQ Youtube]&lt;br /&gt;
| Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Pichy and Pals&lt;br /&gt;
| 10:26:58&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=hmqykhPKAXM Youtube]&lt;br /&gt;
| Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; International version&lt;br /&gt;
|-&lt;br /&gt;
| Pichy and Pals&lt;br /&gt;
| 10:28:98&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| [https://www.youtube.com/watch?v=2mAIubwwa-g Youtube]&lt;br /&gt;
| Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; AusSpeedruns Marathon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2-ALL===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Time&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Character&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| sylvie&lt;br /&gt;
| 20:15:54&lt;br /&gt;
| Chitta&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=SV2om9pB9b4 Youtube]&lt;br /&gt;
| Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| Kitaru&lt;br /&gt;
| 21:02:47&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=0lKTvUZF5VE Youtube]&lt;br /&gt;
| Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 21:42:65&lt;br /&gt;
| Bornnam&lt;br /&gt;
| Astro City Mini V&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm41146398 Niconico]&lt;br /&gt;
| Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 21:57:04&lt;br /&gt;
| Gain&lt;br /&gt;
| PCB&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm32130490 Niconico]&lt;br /&gt;
| Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guides &amp;amp; Commentaries==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Character&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| A.K上越 &lt;br /&gt;
| 1,202,404&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=z6Da5Lt13xw Youtube]&lt;br /&gt;
| Shooting Game Weekly #58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Video_Index&amp;diff=37760</id>
		<title>Shippu Mahou Daisakusen/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Video_Index&amp;diff=37760"/>
		<updated>2026-04-12T21:40:01Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Nirvana 2-All (wins loop 2 tournament)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Shippu Mahou Daisakusen==&lt;br /&gt;
&lt;br /&gt;
===Gain===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 1,261,204&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/684177619 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 912,370&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm32130490 Niconico]&lt;br /&gt;
| '''Racing''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 579,865&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.twitch.tv/videos/679270738 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chitta===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Andrew98&lt;br /&gt;
| 1,206,187&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/rV_ki0v47-4 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 1,073,601&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm17800701 Part 1] [https://www.nicovideo.jp/watch/sm17800806 Part 2]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix -&amp;gt; Yashiki of Ninja&lt;br /&gt;
|-&lt;br /&gt;
| sylvie&lt;br /&gt;
| 923,871&lt;br /&gt;
| Chitta&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=aj20d9KosLE Youtube]&lt;br /&gt;
| '''Racing/Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| Korszca&lt;br /&gt;
| 633,561&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=gM5qVQgSGPk Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miyamoto===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 2,265,006&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=J7AMjtvKSW8 Youtube]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| KMH&lt;br /&gt;
| 1,257,376&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=tqRsAIEw7rM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Meriscan&lt;br /&gt;
| 1,212,934&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=zUEr0GSURBk Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| A.K上越&lt;br /&gt;
| 1,202,404&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=o8Rjw-73Sbc Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Yashiki of Ninja&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 1,089,647&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=1gJQbEYq2Ag Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Kitaru&lt;br /&gt;
| 997,700&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=CDuYfqrDRYU Youtube]&lt;br /&gt;
| '''Racing''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| Jean Bombeur&lt;br /&gt;
| 800,642&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=yBR8WHxEBZM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm &amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 768,142&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=4j3PE3KMrgM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Vludi&lt;br /&gt;
| 764,193&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=19RPIxt2ZSU Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| らいと&lt;br /&gt;
| 715,451&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm5091422 Part 1] [https://www.nicovideo.jp/watch/sm5090813 Part 2]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Add&lt;br /&gt;
| 706,694&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=OUTRoD8TuX0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Aktane&lt;br /&gt;
| 703,052&lt;br /&gt;
| Mister&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=d5BbKUgbzu8 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
| tinotormed&lt;br /&gt;
| 667,961&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=ON9KApy7p24 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
| Monouchi&lt;br /&gt;
| 623,881&lt;br /&gt;
| PCB&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=88RolKqnKLo Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| roihu3M&lt;br /&gt;
| 613,682&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=qM2z8tcS_VQ Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Juanman&lt;br /&gt;
| 582,202&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=OD9_iKgnk9Y Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| はむはむ&lt;br /&gt;
| 577,346&lt;br /&gt;
| PCB&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=iL7IR1KziSw Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bornnam===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 944,970&lt;br /&gt;
| Astro City Mini V&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm41146398 Niconico]&lt;br /&gt;
| '''Racing''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| CARPET(정전)&lt;br /&gt;
| 646,681&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=c-EyYuSmG-0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix &amp;lt;/br&amp;gt; Loop 1 only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Nirvana===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| A.K上越&lt;br /&gt;
| 1,202,585&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=RgcG5pkCsxo Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| CARPET(정전)&lt;br /&gt;
| 1,018,382&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://www.youtube.com/watch?v=OOse0kCUJWk Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| sylvie&lt;br /&gt;
| 911,090&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=e_3et4m1RQI Youtube]&lt;br /&gt;
| '''Racing''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| Pepepaco&lt;br /&gt;
| 644,731&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=xWhe41OEjaQ Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kickle &amp;amp; Laycle===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 1,081,223&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm17800504 Part 1] [https://www.nicovideo.jp/watch/sm17800600 Part 2]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kingdom Grandprix &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 939,075&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=T1ZHaWsLJWg Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Honest John===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 2,110,517&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/182572650 Twitch]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 1,330,403&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.twitch.tv/videos/179531206 Twitch]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bul-Gin===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| hamami&lt;br /&gt;
| 1,150,276&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=uXsCba8LkOM&amp;amp;t=375s Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; Starts at 6:15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kingdom Grandprix==&lt;br /&gt;
&lt;br /&gt;
===Gain===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KyoKusagani&lt;br /&gt;
| 1,450,448&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-ALL&lt;br /&gt;
| [https://www.youtube.com/watch?v=2VVh7yq6EZ8 Youtube]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 677,510&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=dLtoF-CMOkw Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chitta===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| EmperorIng360&lt;br /&gt;
| 839,702&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.twitch.tv/videos/574808464 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix &lt;br /&gt;
|-&lt;br /&gt;
| EmperorIng360&lt;br /&gt;
| 729,780&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.twitch.tv/videos/574028275 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix &lt;br /&gt;
|-&lt;br /&gt;
| Con 5 Duros&lt;br /&gt;
| 631,082&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=QN69iRvoPiM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 615,550&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=trAlaSb_VY0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Crossfire -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miyamoto===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| LordBBH&lt;br /&gt;
| 1,412,598&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=71dQ2i4cXKw&amp;amp;list=PLzM8Fj-RkltvB2PuhwP3CaGHPhcdthi0V&amp;amp;index=3&amp;amp;t=8482s Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Meriscan&lt;br /&gt;
| 1,324,452&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=KJJsoYQ22Xk Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Coin-Op Classic live event&lt;br /&gt;
|-&lt;br /&gt;
| Sentmoraap&lt;br /&gt;
| 1,270,291&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.dailymotion.com/video/x2mu3es Dailymotion]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Meriscan&lt;br /&gt;
| 1,269,604&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=5ukn8JZ7dGQ Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Sentmoraap&lt;br /&gt;
| 1,058,283&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-6&lt;br /&gt;
| [https://www.youtube.com/watch?v=Pd62auM5sus Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Yashiki of Ninja -&amp;gt; Kingdom Grandprix &amp;lt;/br&amp;gt; Stunfest&lt;br /&gt;
|-&lt;br /&gt;
| LordBBH&lt;br /&gt;
| 1,009,245&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://youtu.be/o9dilepDEC4 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 885,810&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=BzWXpJgztc4 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja&lt;br /&gt;
|-&lt;br /&gt;
| ohfivepro&lt;br /&gt;
| 805,051&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=cfN4JbfjXrw Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| buffi&lt;br /&gt;
| 781,321&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=XF0QgOiMk1I&amp;amp; Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Strato Storm&lt;br /&gt;
|-&lt;br /&gt;
| Volaju&lt;br /&gt;
| 699,714&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=SXMEJmQNnRM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bornnam===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 1,213,724&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Nv3bmpFQtHw Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Nirvana===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 1,168,650&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-6&lt;br /&gt;
| [https://www.youtube.com/watch?v=O1WqjYT2JCs Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Cooljay&lt;br /&gt;
| 688,842&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=aOajUwzUlmU Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kickle &amp;amp; Laycle===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 828,461&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zv3tsz_vvC8 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Crossfire -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Honest John===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 614,080&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=9_4NCxqSCa0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bul-Gin===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 739,640&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=eR1YjF3UOuY Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
| MEG&lt;br /&gt;
| 682,146&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=wpcXx6pXBPY Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Two Player Cooperative==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Character&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Kitty &amp;amp; StaticSphere&lt;br /&gt;
| 888,360 &amp;amp; 970,580&lt;br /&gt;
| Miyamoto &amp;amp; Chitta&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Cp0quyfZ6Ds Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; International version&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis &amp;amp; MEG&lt;br /&gt;
| 719,321 &amp;amp; 508,381&lt;br /&gt;
| Bornnam &amp;amp; Chitta&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4 &amp;amp; 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=v7SV0Uba0yA Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; International version&lt;br /&gt;
|-&lt;br /&gt;
| Neo Antwon &amp;amp; Cooljay&lt;br /&gt;
| 557,841 &amp;amp; 507,061&lt;br /&gt;
| Miyamoto &amp;amp; Nirvana&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=7Vk6v4mi3GU Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; International version&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Speedrun==&lt;br /&gt;
===1-ALL===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Time&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Character&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| sylvie&lt;br /&gt;
| 8:52:51&lt;br /&gt;
| Chitta&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=Va46Q_DU7nA Youtube]&lt;br /&gt;
| Velmatic Ocean -&amp;gt; Cross Fire -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Kitaru&lt;br /&gt;
| 8:58:98&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=gbZgmu8O5ks Youtube]&lt;br /&gt;
| Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Kitaru&lt;br /&gt;
| 9:01:26&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=IzXkWcTn3zQ Youtube]&lt;br /&gt;
| Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Pichy and Pals&lt;br /&gt;
| 10:26:58&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=hmqykhPKAXM Youtube]&lt;br /&gt;
| Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; International version&lt;br /&gt;
|-&lt;br /&gt;
| Pichy and Pals&lt;br /&gt;
| 10:28:98&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| [https://www.youtube.com/watch?v=2mAIubwwa-g Youtube]&lt;br /&gt;
| Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; AusSpeedruns Marathon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2-ALL===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Time&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Character&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| sylvie&lt;br /&gt;
| 20:15:54&lt;br /&gt;
| Chitta&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=SV2om9pB9b4 Youtube]&lt;br /&gt;
| Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| Kitaru&lt;br /&gt;
| 21:02:47&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| [https://www.youtube.com/watch?v=0lKTvUZF5VE Youtube]&lt;br /&gt;
| Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 21:42:65&lt;br /&gt;
| Bornnam&lt;br /&gt;
| Astro City Mini V&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm41146398 Niconico]&lt;br /&gt;
| Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 21:57:04&lt;br /&gt;
| Gain&lt;br /&gt;
| PCB&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm32130490 Niconico]&lt;br /&gt;
| Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guides &amp;amp; Commentaries==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Character&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| A.K上越 &lt;br /&gt;
| 1,202,404&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=z6Da5Lt13xw Youtube]&lt;br /&gt;
| Shooting Game Weekly #58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37759</id>
		<title>Shippu Mahou Daisakusen/Racing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37759"/>
		<updated>2026-04-12T20:55:50Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players [[Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberately ignore it]] and go slow to make the game easier. However, successful racing is needed to reach the second loop (you must win the first loop tournament) and to see each character's 1st place ending. While the 1st place ending is the same across both loops, it's a little disappointing to get a bad ending after a successful 2-ALL, so you may want to race in the second loop as well. Plus, racing is fun!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Racing difficulty is not only highly variable per stage and character, but you are at the mercy of the random behavior of rival racers. For example, boosting at the start of the first stage will sometimes launch you ahead of all the other racers, but other times, a rival or two will quickly blast off the top of the screen at high speed and put you in 2nd or 3rd.&lt;br /&gt;
&lt;br /&gt;
Furthermore, even if you boost for the entire race, you may not win if the dreaded '''&amp;quot;repeated pull-away&amp;quot;''' occurs. Every time a rival exits the top of the screen, they gain a burst of speed and it will take at least a few seconds to catch up to them. If you're unlucky, the moment you scroll the rival back onscreen, they will '''immediately pull away''' and exit the top of the screen again, getting another burst of speed. Sometimes this repeats for the entire race and you are forced to take 2nd place (or worse). The only way to counteract this is by bombing the rival during the brief window where they appear at the top of the screen, which may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Despite this, it's possible to consistently win the first loop tournament by a pretty wide margin. Races in the second loop tournament are more difficult, but you can often scrape together enough points to win with some luck and risky play.&lt;br /&gt;
&lt;br /&gt;
Your main tools for winning races are '''boosting''' and '''bombing'''. It's also vital to '''manage your acceleration''' so that you remain at top speed when not boosting.&lt;br /&gt;
&lt;br /&gt;
=== Boosting ===&lt;br /&gt;
&lt;br /&gt;
Recall that if you hold down the fire button for a few seconds, you will stop shooting and get a burst of speed. You can't be slowed down in this state (even if you are bumped, or attempt to use the back or wall brake) and will exceed the normal maximum speed for the stage. &lt;br /&gt;
&lt;br /&gt;
Your performance in races '''mostly depends on how much you boost'''. While rival racers can screw you over as described above, good boost routing will typically get you 1st or 2nd place in most races, at least in the first loop.&lt;br /&gt;
&lt;br /&gt;
Speed while boosting is affected by four factors:&lt;br /&gt;
* The current stage (boosting has a stronger effect on slow stages like Outcast Castle or Deeply Dungeon)&lt;br /&gt;
* Your character choice (each character has different boost stats for each stage)&lt;br /&gt;
* Your bomb count (having less than 4 bombs gives a boost bonus, and having more than 4 gives a boost penalty)&lt;br /&gt;
* Your main shot power level (each power level grants a very slight increase to boost speed)&lt;br /&gt;
&lt;br /&gt;
Boosting can increase speed by up to ~1.67x in the best case (slow stage and max strength boost); a more typical increase is 1.25x. There are extremely rare cases where it will have no effect on speed (weak character stats, minimum shot power, and 7 or more bombs).&lt;br /&gt;
&lt;br /&gt;
For the most part, you don't need to know or worry about the details of boost speed mechanics to win races; the important thing is to boost as much as you can without sacrificing safety. However, understanding the mechanics helps explain why certain characters have a harder time winning certain stages, or why small variances in time can occur even when boosting through an entire stage. See the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section for the precise internal values related to speed and boosting.&lt;br /&gt;
&lt;br /&gt;
=== Bombing ===&lt;br /&gt;
&lt;br /&gt;
Hitting rival racers with a bomb will knock them off the bottom of the screen, and they'll typically take a while to make a comeback, if they do at all. (Though, annoyingly, in some cases they seem to appear back on screen immediately.)&lt;br /&gt;
&lt;br /&gt;
An [[Shippu_Mahou_Daisakusen/Techniques#Opening_bomb|opening bomb]] can essentially guarantee a race win on certain courses. This is your main defense against the repeated pull-away problem; prevent them from pulling away in the first place.&lt;br /&gt;
&lt;br /&gt;
Bombs can also prevent rivals from sneaking ahead mid-race, but using a bomb to take out one or two rivals may be a bit of a waste.&lt;br /&gt;
&lt;br /&gt;
Since bombs are also very useful for survival, you may want to try to win races with boosting only at first, and save your bombs for if you start falling behind in points due to bad luck. On the other hand, you may prefer to build up a buffer of points by using bombs to guarantee wins on the easier courses.&lt;br /&gt;
&lt;br /&gt;
=== Managing acceleration ===&lt;br /&gt;
&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|thumb|220px]]&lt;br /&gt;
When boosting, you will quickly accelerate to your top speed and remain there until you stop boosting. When not boosting (for example, to kill enemies for safety) it's important to manage your acceleration so you stay at the maximum unboosted speed. Rivals will quickly overtake you if you race at suboptimal speeds.&lt;br /&gt;
&lt;br /&gt;
Recall that your character accelerates when in top half of the screen (see diagram). However, once your character reaches the maximum unboosted speed, you can position yourself ''anywhere on the screen'' and maintain your speed. So it's not necessary to stay in the top half at all times, you can just dip in there for long enough to reach the max.&lt;br /&gt;
&lt;br /&gt;
If you get bumped, touch a wall, or touch the back of the screen while not boosting, you will lose speed. Some hazards also lower your speed (e.g. bubbles in Deeply Dungeon, pink wizard shots in Strato Storm). &lt;br /&gt;
If you lose speed by accident, make sure to regain it as quickly as possible. If moving into the top half of the screen is unsafe, you can also stay where you are and charge a boost. Boosting causes you to accelerate very quickly, and you can release the boost as soon as you're at max speed again.&lt;br /&gt;
&lt;br /&gt;
In general, if your goal is to win races, you almost never want to intentionally brake. Most parts of the first loop can be played comfortably at the max unboosted speed once you are familiar with stage layouts and enemy behavior. The second loop has a few sections that are extremely difficult without slowing down, so you may have to plan to lose those races and make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Bumping ===&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Techniques#Manual_rival_knockbacks|Bumping rival racers]] is sometimes useful, though not especially reliable. Ensure you are boosting while you bump rivals so you don't lose speed from the bumping.&lt;br /&gt;
&lt;br /&gt;
At the start of each race, boost and bump the second-place racer downwards. If you're lucky, they'll fall behind and place poorly. This isn't really useful for winning individual races, but is helpful for winning the tournament, as it spreads out rival point gains.&lt;br /&gt;
&lt;br /&gt;
When rivals are near the bottom of the screen, you can sometimes bump them off the bottom, which may cause them to lose speed and fall far behind (similar to how exiting the top of the screen gives them a burst of speed). &lt;br /&gt;
&lt;br /&gt;
== Character strengths and weaknesses ==&lt;br /&gt;
&lt;br /&gt;
When not boosting, all characters share the same maximum speed, defined by which section of the current stage you're in. However, the maximum speed while boosting varies based on both the stage and character. Each character has stages they're &amp;quot;strong&amp;quot; at (good boost speed) and stages they're &amp;quot;weak&amp;quot; at (bad boost speed).&lt;br /&gt;
&lt;br /&gt;
The raw values for each character are documented in the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section of this article, but they don't tell the full story, because boosting has a more significant effect on slower stages. &lt;br /&gt;
&lt;br /&gt;
For example, Gain has a base boost speed of 32 (the worst possible) on Deeply Dungeon, while Bornnam has a base boost speed of 128 (the best possible). The max unboosted speed for the stage is 192, so this means (ignoring other factors) Gain will boost at 224 speed and Bornnam will boost at 320 speed. That means Gain's boost only increases speed by ~1.17x, while Bornnam's boost increases speed by ~1.67x. It is significantly harder to win the race with Gain than with Bornnam as a result.&lt;br /&gt;
&lt;br /&gt;
By contrast, Chitta has 32 on Strato Storm, and Nirvana has 128. The max unboosted speed is 1280, so Chitta will boost at 1312 (1.025x) and Nirvana will boost at 1408 (1.10x). The difference in speed increase is much smaller and as a result Chitta doesn't really suffer much from her poor boost stat here.&lt;br /&gt;
&lt;br /&gt;
For this reason, the tables below rank the character's strengths and weaknesses based on &amp;quot;boost efficiency&amp;quot;: how close the character's boosted speed is to the optimal boost, expressed as a percentage. In the examples above, Bornnam and Nirvana have 100% efficiency, while Gain has 70% efficiency (224/320) and Chitta has ~93.2% efficiency (1312/1408). &lt;br /&gt;
&lt;br /&gt;
The boost efficiency for the character is listed beside each stage name. Efficiency below 90% tends to make it noticeably harder to win the race. &lt;br /&gt;
&lt;br /&gt;
Note: For speedrun purposes, the raw max boost speed may be a more useful metric than boost efficiency, which is meant to measure potential for taking 1st place in races.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Gain-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (97.7%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (70%)&lt;br /&gt;
* '''Outcast Castle''' (87.5%)&lt;br /&gt;
* Cold Corridor (90%)&lt;br /&gt;
* Forest of Dead! (90.6%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Chitta !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Chitta-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Cross Fire (98.6%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Deeply Dungeon (95%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (83.3%)&lt;br /&gt;
* '''Forest of Dead!''' (87.5%)&lt;br /&gt;
* '''Air Circus''' (89.6%)&lt;br /&gt;
* Strato Storm (93.2%)&lt;br /&gt;
|-&lt;br /&gt;
! Miyamoto !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Miyamoto-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Forest of Dead! (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
* Air Circus (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (87.5%)&lt;br /&gt;
* Deeply Dungeon (90%)&lt;br /&gt;
* Cross Fire (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Bornnam !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bornham-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (87.5%)&lt;br /&gt;
* Velmatic Ocean (90%)&lt;br /&gt;
|-&lt;br /&gt;
! Nirvana !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Nirvana-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (85%)&lt;br /&gt;
* '''Cold Corridor''' (85%)&lt;br /&gt;
* Outcast Castle (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Kickle &amp;amp; Laycle !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Kickleandlaycle-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Cross Fire (97.2%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (79.2%)&lt;br /&gt;
* '''Forest of Dead!''' (81.3%)&lt;br /&gt;
* '''Velmatic Ocean''' (87.5%)&lt;br /&gt;
* Cold Corridor (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Honest John !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Honestjohn-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (98.9%)&lt;br /&gt;
* Air Circus (97.9%)&lt;br /&gt;
* Outcast Castle (95.8%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (75%)&lt;br /&gt;
* '''Velmatic Ocean''' (85%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Bul-Gin !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bul-gin-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
* Cold Corridor (97.5%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (75%)&lt;br /&gt;
* '''Deeply Dungeon''' (80%)&lt;br /&gt;
* '''Forest of Dead''' (84.4%)&lt;br /&gt;
* Air Circus (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tournament strategy ==&lt;br /&gt;
&lt;br /&gt;
In this section, we recommend stage choices for winning one or both of the tournaments. &lt;br /&gt;
&lt;br /&gt;
Aside from stage choices, another important decision is which races to use an '''opening bomb''' on. &lt;br /&gt;
However, this mostly comes down to personal preference and your level of comfort with racing.&lt;br /&gt;
You likely won't ''need'' any opening bombs to win the tournaments unless you get extremely unlucky with rival racer behavior, but they can grant extra safety and consistency, at the expense of having fewer bombs for survival.&lt;br /&gt;
&lt;br /&gt;
=== Winning the loop 1 tournament ===&lt;br /&gt;
&lt;br /&gt;
If you don't care about playing the second loop, and just want to see the 1st place character endings, pick the easiest stages in the first loop.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Air Circus&amp;lt;/span&amp;gt; - '''Velmatic Ocean'''&lt;br /&gt;
&lt;br /&gt;
Velmatic Ocean is an easier stage than Air Circus, and the race is easier to win too.&lt;br /&gt;
&lt;br /&gt;
* '''Outcast Castle''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Cross Fire&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outcast Castle is one of the easiest races to win. Cross Fire is more difficult for both racing and survival.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Deeply Dungeon&amp;lt;/span&amp;gt; - '''Cold Corridor'''&lt;br /&gt;
&lt;br /&gt;
The survival difficulty is similar, but Cold Corridor has an easier race to win.&lt;br /&gt;
&lt;br /&gt;
* '''Strato Storm''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Forest of Dead!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the most debatable choice, and really comes down to personal preference. Both stages are similar in survival difficulty once you learn them. &lt;br /&gt;
Strato Storm has a more dangerous boss, but the race may be slightly easier to win.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Kingdom Grandprix&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Yashiki of Ninja&amp;lt;/span&amp;gt; - '''Kobolds Tower'''&lt;br /&gt;
&lt;br /&gt;
Kobolds Tower is the easiest of the three stages for survival. Placing well in the race can be tricky, but you can hopefully earn enough points in the previous stages.&lt;br /&gt;
&lt;br /&gt;
=== Winning both tournaments ===&lt;br /&gt;
&lt;br /&gt;
To win the loop 2 tournament, you will want to save some of the easier stages (both survival-wise and racing-wise) for the second loop.&lt;br /&gt;
&lt;br /&gt;
On loop 1, pick the following stages:&lt;br /&gt;
&lt;br /&gt;
* '''Air Circus''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Velmatic Ocean&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Air Circus is much harder than Velmatic Ocean on loop 2, so it's best to get it out of the way.&lt;br /&gt;
&lt;br /&gt;
* '''Outcast Castle''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Cross Fire&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You could make an argument to save Outcast Castle for loop 2, since it's an easy race to win. However, there are some good arguments for still picking it on loop 1.&lt;br /&gt;
Cross Fire gives you two bombs, while Outcast Castle gives none.&lt;br /&gt;
Outcast Castle isn't exactly easy survival-wise on loop 2, due to the significantly harder worm section and the boss, so you might end it with a bomb deficit.&lt;br /&gt;
And while Cross Fire is hard to place 1st in consistently, you can often place reasonably well by boosting during the boss.&lt;br /&gt;
&lt;br /&gt;
* '''Deeply Dungeon''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Cold Corridor&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In survival 2-alls, some players will leave Deeply Dungeon to loop 2. When racing, though, it's better to pick it on loop 1 so you can save the easier and safer Cold Corridor race for loop 2.&lt;br /&gt;
The rivals in Deeply Dungeon will often catch up to you during the boss fight, which is a mild annoyance on loop 1 but extremely dangerous on loop 2.&lt;br /&gt;
&lt;br /&gt;
* '''Strato Storm''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Forest of Dead!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both stages are very dangerous on loop 2, and the races are risky to try to win. But Forest of Dead! arguably has an easier boss on loop 2, so it makes sense to push it back.&lt;br /&gt;
&lt;br /&gt;
* '''Kingdom Grandprix''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Yashiki of Ninja&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Kobolds Tower&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, for the final stage in loop 2:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Yashiki of Ninja&amp;lt;/span&amp;gt; - '''Kobolds Tower'''&lt;br /&gt;
&lt;br /&gt;
Kobolds Tower is the easiest of the three stages, and Kingdom Grandprix is the second easiest, so it makes sense to play Kingdom Grandprix on loop 1 and Kobolds Tower on loop 2.&lt;br /&gt;
In terms of racing difficulty, none of the Stage 6 choices are particularly easy, but Kobolds Tower is probably the easiest.&lt;br /&gt;
&lt;br /&gt;
== Individual stage strategy ==&lt;br /&gt;
&lt;br /&gt;
This section describes strategies for placing 1st in each race. On easier courses, or courses where your character has a strong boost, some of the strategies may not be needed to win. Experiment with your character and incorporate the strategies you feel comfortable with. Videos of successful race wins and demonstrations of boosting strategies are included.&lt;br /&gt;
&lt;br /&gt;
It's important to note that you cannot ''guarantee'' 1st place without spending bombs. There's always a chance that a rival will launch ahead of you at the start of the race and stay ahead the entire time. However, even in such unlucky cases, you'll usually at least be able to take 2nd or 3rd and pick up some points. 1st place can often be guaranteed with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, this section assumes you are always going at full speed when not boosting, i.e., no intentional braking to make stage sections easier (and recovering as soon as possible if you accidentally lose speed). Full speed play is the foundation on which you build race wins with boosts and bombs.&lt;br /&gt;
&lt;br /&gt;
=== Basalna City (Stage 1) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
(All characters have equal boost stats for this stage)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/D6aHFJZEhBU Chitta, loop 1, boosting through entire stage]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/_-mhhSQ7KfI Chitta, loop 2, slower strats, boss screen scroll manipulation]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/rV_ki0v47-4?t=19 Chitta, loop 1, a fairly standard run with safe boosting]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is one of the easiest races to win. Once you get ahead of the rival racers, they generally won't be able to catch up as long as you're going at max speed (boosted or unboosted).&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you can get ahead of everyone by boosting at the start, then take it easy for the rest of the race. Sometimes a few racers will pass you at the start, though. You have two options to deal with this:&lt;br /&gt;
* Use an opening bomb to prevent it entirely. This all but guarantees a win, unless your bomb misses some racers and they pull ahead.&lt;br /&gt;
* Boost as much as possible, and hope you overtake everyone that passed you. Sometimes you won't manage 1st if your luck is bad, but this saves a bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start of the stage, until the first dangerous enemies show up.&lt;br /&gt;
* Around when Carpet appears, until dangerous enemies appear again.&lt;br /&gt;
* Shortly before the insect-shaped ship shows up, until the boss. The insect ship is harmless, and the only other threat is a skull ship, which you can fly above (they can only shoot downwards).&lt;br /&gt;
However, the entire stage, including the boss, can be boosted through if needed. &lt;br /&gt;
You'll need to learn where the enemies spawn and where they tend to shoot. If you stay at the top of the screen, the skull ships can only hurt you if they bump you downwards as they're spawning, so the main threat is the purple tanks that fire in your direction. The top left corner is safe most of the time, but not always.&lt;br /&gt;
&lt;br /&gt;
The boss has two attacks: shoulder turrets that fire aimed bullets, and side turrets that shoot a dense spread of destructible bullets. To dodge the destructible bullets while boosting, position yourself either centered below the boss (on top of the dragon's tail) or on the wings by the shoulder turrets (most of the wing area doesn't have a hitbox).&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2''' &lt;br /&gt;
&lt;br /&gt;
The behavior of rival racers is similar, so the race is still fairly easy to win, but boosting for the whole stage becomes more dangerous. It's harder to react to shots from the purple tanks, and the boss can corner you if the turrets use their fast-firing pattern. You may want to unboost and reboost before the boss to do the [[Shippu_Mahou_Daisakusen/Techniques#Manipulate_enemies_through_screen_scoll|screen scrolling manipulation strategy]] for extra safety.&lt;br /&gt;
&lt;br /&gt;
=== Air Circus (Stage 2A) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Kickle &amp;amp; Laycle, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bornnam, Chitta, Bul-Gin &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/EhGERTmTMsU Chitta, loop 1, kills boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/JW2ZZQdrZbI Bornnam, loop 1, uses opening bomb, times out boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/1RD9iSqlou4 Chitta, loop 2, uses 3 bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=91 Miyamoto, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=950 Gain, loop 2, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This race can be tough to win. Once the scrolling slows down for the boss fight, rivals will start to catch up to you and there's not much you can do if they pass you. &lt;br /&gt;
Boost aggressively to put distance between you and the rivals before the boss starts. Weak characters have a particularly hard time getting 1st, and might need to get a little lucky with enemy bullets taking out rival racers at the end.&lt;br /&gt;
&lt;br /&gt;
Depending on your overall tournament routing, this may be a good stage to not worry about your placement and try to make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start until enemies appear.&lt;br /&gt;
* Through the gem hallway near the start.&lt;br /&gt;
* Through the stop signs before the open-air section.&lt;br /&gt;
* At the end of the open-air section, up until the boss.&lt;br /&gt;
* After killing the boss, until enemies start spawning.&lt;br /&gt;
However, these are short boosts that may not be enough to get 1st place. &lt;br /&gt;
&lt;br /&gt;
Less obviously, you can safely '''maintain boost through the entire open-air section'''. Sit in the top left corner; the wizards will circle you but rarely fire. When the turtles appear, their first volley of shots will contain one aimed directly at you, which you can tap-dodge downwards, then get back in position. You will need to dodge two shots from the turtles. After the second one, get out of the corner before the stage wall pushes you downwards.&lt;br /&gt;
&lt;br /&gt;
There is a movement pattern (see demonstration videos) that allows you to maintain boost from the start of the stage, past the gem hallway, and up to the large formation of green wizards (where it's recommended you stop boosting and shoot the wizards for safety). After killing the last of the green wizards, you can boost again and carry it through the stop signs and open-air section, up to the boss.&lt;br /&gt;
&lt;br /&gt;
There are two approaches to '''the boss''':&lt;br /&gt;
* Maintain boost as much as possible until the boss times out. You'll need to briefly unboost and shoot when it fires the spread of destructible bullets.&lt;br /&gt;
* Kill the boss quickly, then try to find safe places to boost during the enemy rush afterwards. &lt;br /&gt;
In the enemy rush, the sections without any blue wizards are generally safe to boost in, since the turrets on the walls just shoot aimed bullets that can be misdirected. In the final section with the mix of green and blue wizards, it's reasonably safe just to stay still and let them fire around you. Even if you get bumped by something, it'll often happen after the end-of-stage invincibility has activated.&lt;br /&gt;
 &lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up faster, and the boost strategy for the open-air section no longer works due to changes in wizard behavior. The boss is a nightmare and will probably force you to dump multiple bombs. Incidentally, dumping multiple bombs is the only real way to fend off rivals when they catch up at the end. It's probably a bad idea to play this stage in the second loop anyways.&lt;br /&gt;
&lt;br /&gt;
=== Velmatic Ocean (Stage 2B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Nirvana&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Honest John, Kickle &amp;amp; Laycle, Bornnam&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/fs4MJ1i4C0c Honest John, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/hIrbtnXnuQg Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=926 Miyamoto, loop 2, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=910 Bornnam, loop 2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A relatively easy race to win. Rivals will steadily catch up to you if you aren't boosting, but the pirate ship section provides an easy boosting opportunity. Even weak characters can typically win the race as long as nobody pulls ahead at the start, which can be guaranteed with a successful opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
'''The pirate ship:''' The easiest and most important boost strategy for this stage. Around the middle, a pirate ship appears. As long as it is not fully destroyed, it will remain onscreen until the boss. Destroy all but one or two turrets, then boost while dodging the occasional aimed bullets. This alone is often enough to win the race.&lt;br /&gt;
&lt;br /&gt;
'''Through the cliff section:''' This is a little trickier. Start boosting after you pass the huts on the beach, and move to the top left corner. It remains safe here for a while, up until the two large black ships switch sides and the green tanks start coming from the cliffs. At this point, move downwards and start shooting (or bomb for safer passage).&lt;br /&gt;
&lt;br /&gt;
'''The boss:''' It's safe to boost for most of the fight, except for the arm-swinging attack that shoots a wide spread of destructible bullets. Switch to shooting when you see him wind up for it. &lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The stage is harder, but the race is still fairly easy. Rivals are a bit faster, and tend to catch up around the start of the pirate ship section if you don't boost before then, but that's exactly the point where you can start boosting safely.&lt;br /&gt;
&lt;br /&gt;
As with many bosses on the second loop, the arm-swinging attack now features a mix of destructible and normal bullets, so shooting through it no longer works. Instead, dodge it by flying close to the boss and staying directly centered under him. This is much harder, but on the plus side, it allows you to stay boosted for the entire fight.&lt;br /&gt;
&lt;br /&gt;
=== Outcast Castle (Stage 3A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Miyamoto, Bornnam, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bul-Gin, Kickle &amp;amp; Laycle, Chitta, Gain&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/-r9G61OLiGE Bul-Gin, loop 1, uses bomb in worm section]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/nqnnAnbSocQ Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/J7AMjtvKSW8?t=210 Miyamoto, loop 1, uses opening bomb]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is perhaps the easiest race to place well in consistently, due to the closing gates near the start of the level. Once you pass these gates, any rival racers that are behind you will be unable to catch up until the boss fight starts. If you can make it through the gates without anyone passing you, you can play the rest of the level (up to the boss) as slowly and safely as you want.&lt;br /&gt;
&lt;br /&gt;
If someone passes you at the start and you cross the gates in 2nd place or worse, you can attempt boost strategies to catch up, but you're probably better off using an opening bomb to avoid this altogether. You will only get a few chances to overtake rivals, and boosting through the worm section is very risky.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Learning how to boost through the '''opening section''' is worthwhile, as it can save you an opening bomb if you're lucky. You will need to find a pattern that lets you dodge the coffins and their aimed shots consistently. The behavior of the coffins is slightly influenced by scroll speed, so the easiest route might differ slightly per character.&lt;br /&gt;
&lt;br /&gt;
If you get past the gates in 1st, you don't need to boost for the remainder of the course, and can play it at whatever speed you're most comfortable with. Knowing how to boost through the course might be useful for catching up to rivals on unlucky runs, or for speedrunning.&lt;br /&gt;
&lt;br /&gt;
'''After the gates:''' You can just stay at the top of the screen and boost, but there's a risk that one of the purple enemies decides to shoot you from close range. There's seemingly not much you can do to mitigate this risk, other than trying to overlap them as they spawn to seal their bullets.&lt;br /&gt;
&lt;br /&gt;
'''The spinning buzzsaw:''' Boost down the right path, then stay at the top of the screen. On the first loop, the shots from the zombies generally don't go far enough up the screen to hit you, and if one does, they're slow enough to dodge  easily.&lt;br /&gt;
&lt;br /&gt;
'''The worm section:''' Boosting through here is dangerous. Be ready to bomb if needed. The idea is to stay in the upper right or upper left corner, and dodge the aimed shots from the coffins by moving up and down. Sometimes a worm will grab you, but they don't slow you down as much if boosting, so you can often pull away.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The gates still work the same way, so you can easily place 1st as long as you don't get passed at the start. Boost strategies are similar, except the zombie hallway is slightly more dangerous, and the worm section is a lot more dangerous. Cross Fire is probably a better pick for Stage 2-3 though, even if the race there is harder to win.&lt;br /&gt;
&lt;br /&gt;
=== Cross Fire (Stage 3B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Bul-Gin, Chitta, Kickle &amp;amp; Laycle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Miyamoto, Nirvana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/wT1cB2rnFps Miyamoto, loop 1, uses two bombs to hinder rivals]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/9fIy8_emw7o Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1028 Bornnam, loop 2, uses one bomb, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=985 Chitta, loop 2, uses two bombs, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1065 Gain, loop 2, uses two bombs, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Winning this stage often comes down to luck, even with an opening bomb. It's difficult to find places to boost in the section where the battleships are firing from both sides, and as a result, rivals tend to catch up near the end of that section. &lt;br /&gt;
&lt;br /&gt;
Fortunately, you can easily boost through the entire boss fight, but sometimes that's not enough to get past anyone who overtook you. If you do manage to make it to the boss in 1st place with no rivals onscreen, you're usually in the clear.&lt;br /&gt;
&lt;br /&gt;
If anyone overtakes you at the start, you'll likely get very few chances to pass them until you reach the boss.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
The safest places to get in boosts are:&lt;br /&gt;
* At the start, until enemies show up.&lt;br /&gt;
* After the first set of turrets, until the second set. The enemies that appear in between are static and fire straight downwards, so they are easy to avoid.&lt;br /&gt;
* After destroying the first wing, until more turrets show up.&lt;br /&gt;
* After destroying the second wing, through the boss, to the end of the stage.&lt;br /&gt;
You can extend the starting boost for longer (all the way up until the second set of turrets) by doing some risky dodges around the flying enemies at the start, and then streaming the shots from the first set of turrets.&lt;br /&gt;
&lt;br /&gt;
The boss is mostly harmless if you stay at the top of the screen and boost, although he has one attack where he backs up to do a charge, which can crush you. Try to move back and forth so that you're always in the opposite corner from the boss.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up even faster, and if you play it safe around the turrets, you get fewer opportunities to boost. However, the boss still provides a good opportunity to overtake rivals, so even if you can't get 1st, you can often place reasonably well. The dueling battleships section is very difficult to play at full speed without using at least one bomb, but you get two in the stage.&lt;br /&gt;
&lt;br /&gt;
=== Deeply Dungeon (Stage 4A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Bornnam, Kickle &amp;amp; Laycle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Gain, Honest John, Bul-Gin, Nirvana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/QJ5Jl3bTX1I Gain, loop 1, spinbomb racing to boost through entire stage except boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/Xg8cWc4QJUs Chitta, loop 2, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=344, Bornnam, loop 1]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=338 Miyamoto, loop 1, catches up from 3rd to 1st after boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=368 Gain, loop 1, catches up from 7th to 2nd after boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is an odd stage to race in. Opportunities to boost are limited at the start, and rivals will sometimes overtake you in the mid-to-late portions, or during the boss. However, rivals seem to move slower in the section after the boss, and you can often climb many places by boosting there. Though there's always an element of luck in overtaking rivals, it seems to be easier at the end of Deeply Dungeon compared to most other stages.&lt;br /&gt;
&lt;br /&gt;
Since this is a slow stage, the speed increase from boosting has a wider variance between characters, so the difficulty of placing well in the race also varies quite a bit. Weak characters may struggle even with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
It is possible to boost through the entire stage using [[Shippu_Mahou_Daisakusen/Techniques#Spinbomb_glitch|spinbomb racing]]. However, the opening section is very difficult due to the crushing walls and many enemies, and requires a precise route. The route will differ slightly between characters due to differences in boosting scroll speed.&lt;br /&gt;
&lt;br /&gt;
The more standard, safer places to boost are:&lt;br /&gt;
* After the opening section, when the worms come out of the pipes. Finding a consistent pattern to misdirect the worms may take some practice, and will depend somewhat on your character's boost speed. Carry the boost until enemies show up, after the first rush of water.&lt;br /&gt;
* After the first rush of water, take out the enemies, then boost past the eels that suck you towards them. The boost can be carried to up the boss. After the second rush of water, stay in the lower corner of the screen to avoid the shots from the eye enemies. For some characters, a worm will spawn from the pipes before the boss, but faster characters can avoid this.&lt;br /&gt;
* After killing the boss, you can boost through the entire enemy rush. The main threat is the small squid enemies, who will shoot aimed bullets at you; try to stay on the opposite side of the screen so you can react to their shots.&lt;br /&gt;
&lt;br /&gt;
You can maintain boost after the first rush of water and try to sneak past the group of enemies, but it's a bit risky.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The spinbomb racing strategy no longer works due to increased enemy health. The other boost strategies work, and in particular, you can still gain a lot of ground by boosting during the post-boss enemy rush. However, the boss is one of the most dangerous in the game, and racing in this stage runs the risk of having rivals catch up to you during the fight and cause chaos.&lt;br /&gt;
&lt;br /&gt;
If your goal is to win the loop 2 tournament, it's probably better to pick Cold Corridor as your Stage 2-4.&lt;br /&gt;
&lt;br /&gt;
=== Cold Corridor (Stage 4B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Honest John, Bul-Gin&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Nirvana, Miyamoto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/GgntegQQoUU Nirvana, loop 1, boosting through entire stage except boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/VloaY59Mkw8 Nirvana, loop 1, uses opening bomb, safer play]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/yA0m741LNvM Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/o8Rjw-73Sbc?t=359 Miyamoto, loop 1, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1150 Bornnam, loop 2, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?si=HALoD2MNQpDbAMJ1&amp;amp;t=1203 Miyamoto, loop 2, uses one bomb during stage, two on boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In this stage, once you get ahead of your rivals, they're unlikely to catch up. The opposite is also true, though - if rivals pull ahead, you'll likely only get a few opportunities to overtake them. Still, the race here is on the easier side as long as you're comfortable boosting through the opening section. Even if you don't use an opening bomb, rivals will often get taken out by enemy bullets at the start.&lt;br /&gt;
&lt;br /&gt;
The white orb monsters that spin and shoot a circular spread are the most dangerous part of the stage. Three appear at the start of the stage, and two appear shortly before the boss. You may want to '''intentionally slow down''' to deal with some of them. Boosting past them requires either good dodging reflexes or character-specific routing, since safespots are likely to depend on character boost speed.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
The key to winning this stage is boosting through the '''opening section''', up until the scrolling speed-up ends and the ice golems appear, at which point you can play it safe and start shooting if you're in 1st. You will need to find a route that deals with the white orb monsters in the opening section safely, which may differ depending on which character you play.&lt;br /&gt;
&lt;br /&gt;
Boosting through the entire section will work, but it's a bit risky. A slightly safer strategy is to boost past the first orb, then wall-brake to slow down before the next two orbs and kill them, then immediately resume boosting. If you start the race with an opening bomb, this brief slowdown probably won't be enough for rivals to catch up.&lt;br /&gt;
&lt;br /&gt;
You can carry your opening boost all the way up to the boss, if you want. Stay at the top of the screen during the section with the ice golems and rock-spitting monsters. The top right is recommended over the top left, as it's easier to safely sneak past the enemies during the transition to the zombie section. The white orb monsters are once again the main threat; you may want to brake to take out the two near the end of the stage.&lt;br /&gt;
&lt;br /&gt;
Killing '''the boss''' is recommended over boosting through it. The speed-up after killing the boss seems to make it significantly easier to overtake rivals. &lt;br /&gt;
&lt;br /&gt;
During the post-boss enemy rush, you are generally safe boosting in the top left corner. However, in rare cases, your boost might go off just as an ice golem is spawning and change its acceleration, which may allow it to snipe you.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Pretty similar racing-wise, and most strategies still work, but you might need to work out a new route for the opening section, due to the faster bullets and more durable enemies. Braking to take out the white orb monsters more safely may not work, depending on your character's weapon strength. Particularly, it seems hard to safely take out the two before the boss.&lt;br /&gt;
&lt;br /&gt;
=== Strato Storm (Stage 5A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Nirvana, Bul-Gin, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Chitta&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/BXS7TqlEgF8 Chitta, loop 1, uses 3 bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/txiRgQW39DA Chitta, loop 1, uses opening bomb and two bombs on boss, no boosting]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/q1rGxRGsrIc Chitta, loop 2, two bombs and one death on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=460 Miyamoto, loop 1, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=481 Bornnam, loop 1, uses 3 bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1296 Gain, loop 2, 4 bombs and one death, gets 2nd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to the high base speed of this stage, boosting doesn't have much of an effect on racing results. The stage seems to be designed so you can win (often by a rather wide margin) without boosting, as long as you maintain full unboosted speed. Boosting is still useful for manipulating enemy positions, as any speed changes in this stage tend to scroll enemies offscreen rapidly.&lt;br /&gt;
&lt;br /&gt;
However, this is one of the more difficult stages to maintain full speed in. The pink shots from the wizards will slow you down, and some enemies try to ram you later in the stage. If you accidentally get slowed, speeding back up can be dangerous due to the wild changes in enemy position that can occur.&lt;br /&gt;
&lt;br /&gt;
Rivals appear to get a burst of speed near the start of the stage, allowing them to possibly overtake you, but then slow down for the rest.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
'''The wizards''': After taking out the five planes near the start, boost as the first wizards appear. It will scroll the wizards offscreen, and counteract the effect of the pink shots a little. Stop boosting when the second set of wizards appears to take them out.&lt;br /&gt;
&lt;br /&gt;
'''After the wizards:''' Beyond the third set of wizards, there are a number of bulky ships that shoot aimed shots. You can boost through this section, but it requires learning where the bulky ships spawn so you can circle them safely.&lt;br /&gt;
&lt;br /&gt;
Boosting during the section with the ramming ships and the planes is not recommended. The planes are very dangerous if left alive.&lt;br /&gt;
&lt;br /&gt;
'''After the boss:''' More ramming ships appear. It's a bit risky, but you can boost through here. Maintain distance from the ramming ships and lead them around the screen to give yourself space to dodge their downwards shots. If you just stay at the top of the screen and let yourself get bumped around, there's a chance you'll get bumped into some bullets.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
While you can still win by maintaining full speed throughout the stage, it's much more difficult and risky to do so, due to the tankier enemies and faster-firing wizards. This may be a good place to lose the race and take things slowly.&lt;br /&gt;
&lt;br /&gt;
=== Forest of Dead! (Stage 5B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Bornnam, Honest John, Miyamoto&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Kickle &amp;amp; Laycle, Bul-Gin, Chitta&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/wGPLwLERNmA Kickle &amp;amp; Laycle, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/pJ1fu55A0mM Chitta, loop 2, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm17800701?from=462 Chitta, loop 1, uses bomb on boss, full speed play but places 2nd]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=1281 Miyamoto, loop 2, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1256 Bornnam, loop 2, multiple deaths and bombs but places 1st]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is another track where if you pull into 1st and maintain full unboosted speed, rivals are unlikely to catch up, but conversely, it's hard to overtake rivals who pull ahead of you. Safe boost opportunities are limited before the coffin section.&lt;br /&gt;
&lt;br /&gt;
Like Cold Corridor and Deeply Dungeon, the scrolling speed increases after you beat the boss, but unlike those two tracks, this doesn't seem particularly useful for catching up with rivals. If you need to catch up, boosting through the boss fight seems to give you more chances.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
One can carry a boost from the start of the stage to the beginning of the eye section. If you stay at the top of the screen, the gun ghouls won't fire. After the third gun ghoul, move to the bottom to safely dodge the wizard shots.&lt;br /&gt;
&lt;br /&gt;
'''The eye section:''' Boosting here is very risky, but can be done if you're willing to bomb when things go wrong. The idea is to lead the eyes in a circle around the screen, but their random spawn positions and erratic splitting behavior makes this difficult to set up. You also have to contend with the lantern ghosts. Stop boosting after the eye section ends, before the wizard trio shows up.&lt;br /&gt;
&lt;br /&gt;
'''The coffin:''' The movement of the lantern ghosts is static, so you can follow a set path to boost through this section without getting trapped. Start boosting in the graveyard before the coffin shows up, and circle the screen with the right timing to avoid its shots. Alternatively, you can kill the lantern ghosts and open the coffin, then boost and dodge the vampire by circling it.&lt;br /&gt;
&lt;br /&gt;
'''The boss:''' You can boost through the entire fight safely. The enemy section after killing the boss is tricky to boost through due to the lantern ghosts. There's a speed-up after the boss, but you have to slow down to shoot the boss, so whether this is any faster likely depends on how quickly your character can kill the boss, and is probably only relevant for speedrunning.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The dynamic of the race is similar to the first loop: once you get ahead, rivals are unlikely to catch up as long as you maintain full unboosted speed. However, the eye section is very difficult and risky to play at full speed due to the random spawn positions of the eyes and their aggressive homing movement. Unless you're comfortable with this section at full speed, this is likely a race you'll want to play slow for safety reasons.&lt;br /&gt;
&lt;br /&gt;
The bats in this stage shoot aimed bullets when destroyed. When boosting at the start, be careful not to bump into them too much or you'll bump-kill one and likely die. Rival racers can sometimes also bump-kill or shoot the bats, sending a bullet your way.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom Grandprix (Stage 6A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Kickle &amp;amp; Laycle, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None really (but Chitta, Miyamoto, Bornnam have the lowest stats)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/ATGxnaRG3H4 Chitta, loop 1, kills boss, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/p4vlD0gQtko Chitta, loop 1, uses opening bomb, more aggressive boosting, boosts through boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/u_s_oILMCyA Chitta, loop 2, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=618 Bornnam, loop 1, kills boss, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=580 Chitta, loop 1, boosts through boss, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=598 Miyamoto, loop 1, kills boss, one death and three bombs on boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There aren't many safe places to boost in this stage, and as a result, rivals will often overtake you partway through. The boss fight provides a lengthy boost opportunity though, as long as you're willing to sacrifice the huge point gains from killing Bashinet-R and his green goons. This dynamic of falling behind mid-race and catching up at the end makes it a bit random to place 1st. Hopefully the tournament is already decided in your favor at this point.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Most parts before the boss are too tight and choked with enemies to boost in, but there are a handful of small boosting opportunities:&lt;br /&gt;
* At the start, you can carry your boost through the first set or two of enemies, although it's a bit risky.&lt;br /&gt;
* After the two sets of wizards, boost through the winding corridor while watching out for the side tanks. When the corridor opens up, kill the wizards and spinning ships that appear, then resume boosting. When another spinning ship appears, kill it, then resume boosting, up until the fork in the path.&lt;br /&gt;
* During the wide-open section with the orange background, after the two silver robots spawn, you can boost up until the end of the orange section. You may want to kill the small flying tank first, as if you leave it alive, there's a chance it will come back onscreen and shoot you.&lt;br /&gt;
The main place to get your boosts in is '''the boss fight'''. After the warning text, the fight opens with a rush of green mini-Bashinets. Boosting in the top corners of the screen is safe; you'll sometimes get bumped around but it shouldn't kill you. However, make sure you don't press against the walls, because you'll get caught in the gaps made by the mini-Bashinets and pushed off the screen.&lt;br /&gt;
&lt;br /&gt;
Bashinet-R can be boosted through until he times out and flies away. If you're comfortable with Bashinet-R's attacks, this might even be easier than killing him, as you don't have to deal with the fireball spam desperation phase. However, you get a lot of points for killing him (as well as the green mini-Bashinets) so it might be hard to reach the 600,000 point extend if you choose to boost here.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The stage doesn't seem significantly harder outside of the boss, but finding good boost spots is just as tough, and rivals will catch up faster. As in the first loop, the race is likely to come down to how many rivals you can overtake by boosting during the boss.&lt;br /&gt;
&lt;br /&gt;
=== Yashiki of Ninja (Stage 6B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Miyamoto, Bornnam&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None really (but Nirvana and Bul-Gin have the lowest stats)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/iu5RCm5Huo8 Nirvana, loop 1, one death on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/atGOuHZ0WcU Chitta, loop 2, one death and four bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm17800504?from=627 Kickle &amp;amp; Laycle, loop 1, one bomb during stage, one death and four bombs on boss, gets 2nd]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1367 Bornnam, loop 2, one bomb during stage, one death and four bombs on boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While this memorization gauntlet is one of the more difficult stages to learn, and has a ridiculous boss, the racing side of things isn't too bad. It's similar to Forest of Dead! or Cold Corridor, where it's easy to stay ahead of rivals once you pull into 1st, but hard to catch up with anyone who overtakes you. If you're willing to spend an opening bomb to knock everyone out at the start, you can probably take 1st just by maintaining full speed whenever you aren't boosting.&lt;br /&gt;
&lt;br /&gt;
Rivals will start to catch up with you during the boss fight, and may overtake you if you get slowed down for too long (from forgetting to reaccelerate after a death, for example). If anyone passes you, the post-boss escape section gives you one last chance to catch up.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Many sections of this stage are arguably easier to boost through than to play normally. You can boost through:&lt;br /&gt;
* The bridge section near the start, by staying at the top.&lt;br /&gt;
* The section after the treasure chests with the jumping ninjas, by staying in the top right corner.&lt;br /&gt;
* The section with the spinning pole enemies. There is a safespot, roughly centered inside the speedometer. Experiment with your character to find a visual cue for the right positioning.&lt;br /&gt;
* The section before the boss with the large ninja statues, by staying at the top.&lt;br /&gt;
* The escape section after beating the boss.&lt;br /&gt;
Most other sections are dangerous, usually due to the little doll enemies that shoot aimed bullets, and stay onscreen for quite a while if you don't kill them. There's also the section where enemies jump out of the floorboards, which seems easier if you stop to kill some of the enemies.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The boost routing and racing dynamics are basically the same, but several parts of the stage are much harder.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds Tower (Stage 6C) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Miyamoto, Nirvana, Bul-Gin&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None really (but Gain, Kickle &amp;amp; Laycle, and Honest John have the lowest stats)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/lnQ-2RMEvOQ Kickle &amp;amp; Laycle, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/sFlDMG9gwK0 Chitta, loop 2, rock despawn glitch]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/Gf5H0qsCOWs Nirvana, loop 2, uses bomb in rock section]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/gbZgmu8O5ks?t=525 Miyamoto, loop 1, uses two bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1430 Gain, loop 2, two deaths and four bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=1318 Chitta, loop 2, two deaths and five bombs]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is another stage where it's fairly easy to stay ahead of rivals, but hard to catch up to rivals that overtake you. That's assuming you can stay at full speed, which may be difficult during the section with the falling rocks and homing missiles. Boosting through this section is very difficult and chaotic, and using at least one bomb is recommended if you attempt it. If going unboosted, watch your speed and reaccelerate after you get bumped.&lt;br /&gt;
&lt;br /&gt;
It is sometimes possible to '''despawn the rock generator''', which makes the rock section significantly easier to do while boosting. The conditions for this are unconfirmed, but it seems more likely to occur if you avoid collecting the Homing powerup that appears shortly before the rocks begin spawning.{{unconfirmed}} &lt;br /&gt;
&lt;br /&gt;
After the opening section, the scrolling slows down slightly, and rivals will steadily catch up to you if you don't boost. Fortunately, if you use an opening bomb, you'll usually be able to gain enough distance to avoid anyone making a comeback.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
One can boost through the entire '''opening section''' by dancing around the various streams of aimed bullets, and this is recommended to put as much distance as possible between you and your opponents before the slower middle section. The boost can be carried up until the rocks start falling.&lt;br /&gt;
&lt;br /&gt;
The '''falling rock section''' can be boosted through, but it's hard to consistently dodge the homing missiles while being bumped around by rocks. Typically, it is not too bad to dodge the first set of missiles, but the second and third sets come in quick succession and may pin you in a corner; this is a good place to bomb, which will take out the fourth missle launcher, leaving only the fifth and final one to dodge.&lt;br /&gt;
&lt;br /&gt;
The '''ramming ship section''' is a bit safer, but still tricky due to the two enemies that fire streams of aimed bullets. Stay on one side of the screen, around the middle vertically, to lure the ramming ships to the side while giving you some free space below. When the aimed bullets start, you should be able to circle the screen without getting blocked by a ramming ship. After the aimed bullet enemies leave, start shooting so you can clear out the screen before the next section.&lt;br /&gt;
&lt;br /&gt;
The final section before the boss with the two airships is dangerous to boost through. Kill the airships as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For '''the boss''', take out the upper side turrets, which fire the boss's only dangerous attack, then boost for the rest of the fight. The missiles can be avoided by circling the screen, and the fireballs and laser can be avoided by going above them.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The racing dynamics are similar, except rivals catch up faster, so more aggressive boosting may be needed to stay in 1st. &lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum and minimum unboosted speed values for each section of each stage. Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This is why boosting has a more significant effect on slow stages.&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed '''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37740</id>
		<title>Shippu Mahou Daisakusen/Racing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37740"/>
		<updated>2026-04-10T04:09:11Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Overall tournament strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players [[Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberately ignore it]] and go slow to make the game easier. However, successful racing is needed to reach the second loop (you must win the first loop tournament) and to see each character's 1st place ending. While the 1st place ending is the same across both loops, it's a little disappointing to get a bad ending after a successful 2-ALL, so you may want to race in the second loop as well. Plus, racing is fun!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Racing difficulty is not only highly variable per stage and character, but you are at the mercy of the random behavior of rival racers. For example, boosting at the start of the first stage will sometimes launch you ahead of all the other racers, but other times, a rival or two will quickly blast off the top of the screen at high speed and put you in 2nd or 3rd.&lt;br /&gt;
&lt;br /&gt;
Furthermore, even if you boost for the entire race, you may not win if the dreaded '''&amp;quot;repeated pull-away&amp;quot;''' occurs. Every time a rival exits the top of the screen, they gain a burst of speed and it will take at least a few seconds to catch up to them. If you're unlucky, the moment you scroll the rival back onscreen, they will '''immediately pull away''' and exit the top of the screen again, getting another burst of speed. Sometimes this repeats for the entire race and you are forced to take 2nd place (or worse). The only way to counteract this is by bombing the rival during the brief window where they appear at the top of the screen, which may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Despite this, it's possible to consistently win the first loop tournament by a pretty wide margin. Races in the second loop tournament are more difficult, but you can often scrape together enough points to win with some luck and risky play.&lt;br /&gt;
&lt;br /&gt;
Your main tools for winning races are '''boosting''' and '''bombing'''. It's also vital to '''manage your acceleration''' so that you remain at top speed when not boosting.&lt;br /&gt;
&lt;br /&gt;
=== Boosting ===&lt;br /&gt;
&lt;br /&gt;
Recall that if you hold down the fire button for a few seconds, you will stop shooting and get a burst of speed. You can't be slowed down in this state (even if you are bumped, or attempt to use the back or wall brake) and will exceed the normal maximum speed for the stage. &lt;br /&gt;
&lt;br /&gt;
Your performance in races '''mostly depends on how much you boost'''. While rival racers can screw you over as described above, good boost routing will typically get you 1st or 2nd place in most races, at least in the first loop.&lt;br /&gt;
&lt;br /&gt;
Speed while boosting is affected by four factors:&lt;br /&gt;
* The current stage (boosting has a stronger effect on slow stages like Outcast Castle or Deeply Dungeon)&lt;br /&gt;
* Your character choice (each character has different boost stats for each stage)&lt;br /&gt;
* Your bomb count (having less than 4 bombs gives a boost bonus, and having more than 4 gives a boost penalty)&lt;br /&gt;
* Your main shot power level (each power level grants a very slight increase to boost speed)&lt;br /&gt;
&lt;br /&gt;
Boosting can increase speed by up to ~1.67x in the best case (slow stage and max strength boost); a more typical increase is 1.25x. There are extremely rare cases where it will have no effect on speed (weak character stats, minimum shot power, and 7 or more bombs).&lt;br /&gt;
&lt;br /&gt;
For the most part, you don't need to know or worry about the details of boost speed mechanics to win races; the important thing is to boost as much as you can without sacrificing safety. However, understanding the mechanics helps explain why certain characters have a harder time winning certain stages, or why small variances in time can occur even when boosting through an entire stage. See the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section for the precise internal values related to speed and boosting.&lt;br /&gt;
&lt;br /&gt;
=== Bombing ===&lt;br /&gt;
&lt;br /&gt;
Hitting rival racers with a bomb will knock them off the bottom of the screen, and they'll typically take a while to make a comeback, if they do at all. (Though, annoyingly, in some cases they seem to appear back on screen immediately.)&lt;br /&gt;
&lt;br /&gt;
An [[Shippu_Mahou_Daisakusen/Techniques#Opening_bomb|opening bomb]] can essentially guarantee a race win on certain courses. This is your main defense against the repeated pull-away problem; prevent them from pulling away in the first place.&lt;br /&gt;
&lt;br /&gt;
Bombs can also prevent rivals from sneaking ahead mid-race, but using a bomb to take out one or two rivals may be a bit of a waste.&lt;br /&gt;
&lt;br /&gt;
Since bombs are also very useful for survival, you may want to try to win races with boosting only at first, and save your bombs for if you start falling behind in points due to bad luck. On the other hand, you may prefer to build up a buffer of points by using bombs to guarantee wins on the easier courses.&lt;br /&gt;
&lt;br /&gt;
=== Managing acceleration ===&lt;br /&gt;
&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|thumb|220px]]&lt;br /&gt;
When boosting, you will quickly accelerate to your top speed and remain there until you stop boosting. When not boosting (for example, to kill enemies for safety) it's important to manage your acceleration so you stay at the maximum unboosted speed. Rivals will quickly overtake you if you race at suboptimal speeds.&lt;br /&gt;
&lt;br /&gt;
Recall that your character accelerates when in top half of the screen (see diagram). However, once your character reaches the maximum unboosted speed, you can position yourself ''anywhere on the screen'' and maintain your speed. So it's not necessary to stay in the top half at all times, you can just dip in there for long enough to reach the max.&lt;br /&gt;
&lt;br /&gt;
If you get bumped, touch a wall, or touch the back of the screen while not boosting, you will lose speed. Some hazards also lower your speed (e.g. bubbles in Deeply Dungeon, pink wizard shots in Strato Storm). &lt;br /&gt;
If you lose speed by accident, make sure to regain it as quickly as possible. If moving into the top half of the screen is unsafe, you can also stay where you are and charge a boost. Boosting causes you to accelerate very quickly, and you can release the boost as soon as you're at max speed again.&lt;br /&gt;
&lt;br /&gt;
In general, if your goal is to win races, you almost never want to intentionally brake. Most parts of the first loop can be played comfortably at the max unboosted speed once you are familiar with stage layouts and enemy behavior. The second loop has a few sections that are extremely difficult without slowing down, so you may have to plan to lose those races and make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Bumping ===&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Techniques#Manual_rival_knockbacks|Bumping rival racers]] is sometimes useful, though not especially reliable. Ensure you are boosting while you bump rivals so you don't lose speed from the bumping.&lt;br /&gt;
&lt;br /&gt;
At the start of each race, boost and bump the second-place racer downwards. If you're lucky, they'll fall behind and place poorly. This isn't really useful for winning individual races, but is helpful for winning the tournament, as it spreads out rival point gains.&lt;br /&gt;
&lt;br /&gt;
When rivals are near the bottom of the screen, you can sometimes bump them off the bottom, which may cause them to lose speed and fall far behind (similar to how exiting the top of the screen gives them a burst of speed). &lt;br /&gt;
&lt;br /&gt;
== Character strengths and weaknesses ==&lt;br /&gt;
&lt;br /&gt;
When not boosting, all characters share the same maximum speed, defined by which section of the current stage you're in. However, the maximum speed while boosting varies based on both the stage and character. Each character has stages they're &amp;quot;strong&amp;quot; at (good boost speed) and stages they're &amp;quot;weak&amp;quot; at (bad boost speed).&lt;br /&gt;
&lt;br /&gt;
The raw values for each character are documented in the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section of this article, but they don't tell the full story, because boosting has a more significant effect on slower stages. &lt;br /&gt;
&lt;br /&gt;
For example, Gain has a base boost speed of 32 (the worst possible) on Deeply Dungeon, while Bornnam has a base boost speed of 128 (the best possible). The max unboosted speed for the stage is 192, so this means (ignoring other factors) Gain will boost at 224 speed and Bornnam will boost at 320 speed. That means Gain's boost only increases speed by ~1.17x, while Bornnam's boost increases speed by ~1.67x. It is significantly harder to win the race with Gain than with Bornnam as a result.&lt;br /&gt;
&lt;br /&gt;
By contrast, Chitta has 32 on Strato Storm, and Nirvana has 128. The max unboosted speed is 1280, so Chitta will boost at 1312 (1.025x) and Nirvana will boost at 1408 (1.10x). The difference in speed increase is much smaller and as a result Chitta doesn't really suffer much from her poor boost stat here.&lt;br /&gt;
&lt;br /&gt;
For this reason, the tables below rank the character's strengths and weaknesses based on &amp;quot;boost efficiency&amp;quot;: how close the character's boosted speed is to the optimal boost, expressed as a percentage. In the examples above, Bornnam and Nirvana have 100% efficiency, while Gain has 70% efficiency (224/320) and Chitta has ~93.2% efficiency (1312/1408). &lt;br /&gt;
&lt;br /&gt;
The boost efficiency for the character is listed beside each stage name. Efficiency below 90% tends to make it noticeably harder to win the race. &lt;br /&gt;
&lt;br /&gt;
Note: For speedrun purposes, the raw max boost speed may be a more useful metric than boost efficiency, which is meant to measure potential for taking 1st place in races.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Gain-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (97.7%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (70%)&lt;br /&gt;
* '''Outcast Castle''' (87.5%)&lt;br /&gt;
* Cold Corridor (90%)&lt;br /&gt;
* Forest of Dead! (90.6%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Chitta !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Chitta-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Cross Fire (98.6%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Deeply Dungeon (95%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (83.3%)&lt;br /&gt;
* '''Forest of Dead!''' (87.5%)&lt;br /&gt;
* '''Air Circus''' (89.6%)&lt;br /&gt;
* Strato Storm (93.2%)&lt;br /&gt;
|-&lt;br /&gt;
! Miyamoto !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Miyamoto-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Forest of Dead! (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
* Air Circus (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (87.5%)&lt;br /&gt;
* Deeply Dungeon (90%)&lt;br /&gt;
* Cross Fire (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Bornnam !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bornham-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (87.5%)&lt;br /&gt;
* Velmatic Ocean (90%)&lt;br /&gt;
|-&lt;br /&gt;
! Nirvana !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Nirvana-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (85%)&lt;br /&gt;
* '''Cold Corridor''' (85%)&lt;br /&gt;
* Outcast Castle (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Kickle &amp;amp; Laycle !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Kickleandlaycle-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Cross Fire (97.2%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (79.2%)&lt;br /&gt;
* '''Forest of Dead!''' (81.3%)&lt;br /&gt;
* '''Velmatic Ocean''' (87.5%)&lt;br /&gt;
* Cold Corridor (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Honest John !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Honestjohn-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (98.9%)&lt;br /&gt;
* Air Circus (97.9%)&lt;br /&gt;
* Outcast Castle (95.8%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (75%)&lt;br /&gt;
* '''Velmatic Ocean''' (85%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Bul-Gin !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bul-gin-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
* Cold Corridor (97.5%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (75%)&lt;br /&gt;
* '''Deeply Dungeon''' (80%)&lt;br /&gt;
* '''Forest of Dead''' (84.4%)&lt;br /&gt;
* Air Circus (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tournament strategy ==&lt;br /&gt;
&lt;br /&gt;
In this section, we recommend stage choices for winning one or both of the tournaments. &lt;br /&gt;
&lt;br /&gt;
Aside from stage choices, another important decision is which races to use an '''opening bomb''' on. &lt;br /&gt;
However, this mostly comes down to personal preference and your level of comfort with racing.&lt;br /&gt;
You likely won't ''need'' any opening bombs to win the tournaments unless you get extremely unlucky with rival racer behavior, but they can grant extra safety and consistency, at the expense of having fewer bombs for survival.&lt;br /&gt;
As you learn the races, you may want to initially use opening bombs on the ones you find difficult, and phase them out as you get better.&lt;br /&gt;
&lt;br /&gt;
=== Winning the loop 1 tournament ===&lt;br /&gt;
&lt;br /&gt;
If you don't care about playing the second loop, and just want to see the 1st place character endings, pick the easiest stages in the first loop.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Air Circus&amp;lt;/span&amp;gt; - '''Velmatic Ocean'''&lt;br /&gt;
&lt;br /&gt;
Velmatic Ocean is an easier stage than Air Circus, and the race is easier to win too.&lt;br /&gt;
&lt;br /&gt;
* '''Outcast Castle''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Cross Fire&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outcast Castle is one of the easiest races to win. Cross Fire is more difficult for both racing and survival.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Deeply Dungeon&amp;lt;/span&amp;gt; - '''Cold Corridor'''&lt;br /&gt;
&lt;br /&gt;
The survival difficulty is similar, but Cold Corridor has an easier race to win.&lt;br /&gt;
&lt;br /&gt;
* '''Strato Storm''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Forest of Dead!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the most debatable choice, and really comes down to personal preference. Both stages are similar in survival difficulty once you learn them. &lt;br /&gt;
Strato Storm has a more dangerous boss, but the race may be slightly easier to win.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Kingdom Grandprix&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Yashiki of Ninja&amp;lt;/span&amp;gt; - '''Kobolds Tower'''&lt;br /&gt;
&lt;br /&gt;
Kobolds Tower is the easiest of the three stages for survival. Placing well in the race can be tricky, but you can hopefully earn enough points in the previous stages.&lt;br /&gt;
&lt;br /&gt;
=== Winning both tournaments ===&lt;br /&gt;
&lt;br /&gt;
To win the loop 2 tournament, you will want to save some of the easier stages (both survival-wise and racing-wise) for the second loop.&lt;br /&gt;
&lt;br /&gt;
On loop 1, pick the following stages:&lt;br /&gt;
&lt;br /&gt;
* '''Air Circus''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Velmatic Ocean&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Air Circus is much harder than Velmatic Ocean on loop 2, so it's best to get it out of the way.&lt;br /&gt;
&lt;br /&gt;
* '''Outcast Castle''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Cross Fire&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You could make an argument to save Outcast Castle for loop 2, since it's an easy race to win. However, there are some good arguments for still picking it on loop 1.&lt;br /&gt;
Cross Fire gives you two bombs, while Outcast Castle gives none.&lt;br /&gt;
Outcast Castle isn't exactly easy survival-wise on loop 2, due to the significantly harder worm section and the boss, so you might end it with a bomb deficit.&lt;br /&gt;
And while Cross Fire is hard to place 1st in consistently, you can often place reasonably well by boosting during the boss.&lt;br /&gt;
&lt;br /&gt;
* '''Deeply Dungeon''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Cold Corridor&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In survival 2-alls, some players will leave Deeply Dungeon to loop 2. When racing, though, it's better to pick it on loop 1 so you can save the easier and safer Cold Corridor race for loop 2.&lt;br /&gt;
The rivals in Deeply Dungeon will often catch up to you during the boss fight, which is a mild annoyance on loop 1 but extremely dangerous on loop 2.&lt;br /&gt;
&lt;br /&gt;
* '''Strato Storm''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Forest of Dead!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both stages are very dangerous on loop 2, and the races are risky to try to win. But Forest of Dead! arguably has an easier boss on loop 2, so it makes sense to push it back.&lt;br /&gt;
&lt;br /&gt;
* '''Kingdom Grandprix''' - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Yashiki of Ninja&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Kobolds Tower&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, for the final stage in loop 2:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#929292;&amp;quot;&amp;gt;Yashiki of Ninja&amp;lt;/span&amp;gt; - '''Kobolds Tower'''&lt;br /&gt;
&lt;br /&gt;
Kobolds Tower is the easiest of the three stages, and Kingdom Grandprix is the second easiest, so it makes sense to play Kingdom Grandprix on loop 1 and Kobolds Tower on loop 2.&lt;br /&gt;
In terms of racing difficulty, none of the Stage 6 choices are particularly easy, but Kobolds Tower is probably the easiest.&lt;br /&gt;
&lt;br /&gt;
== Individual stage strategy ==&lt;br /&gt;
&lt;br /&gt;
This section describes strategies for placing 1st in each race. On easier courses, or courses where your character has a strong boost, some of the strategies may not be needed to win. Experiment with your character and incorporate the strategies you feel comfortable with. Videos of successful race wins and demonstrations of boosting strategies are included.&lt;br /&gt;
&lt;br /&gt;
It's important to note that you cannot ''guarantee'' 1st place without spending bombs. There's always a chance that a rival will launch ahead of you at the start of the race and stay ahead the entire time. However, even in such unlucky cases, you'll usually at least be able to take 2nd or 3rd and pick up some points. 1st place can often be guaranteed with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, this section assumes you are always going at full speed when not boosting, i.e., no intentional braking to make stage sections easier (and recovering as soon as possible if you accidentally lose speed). Full speed play is the foundation on which you build race wins with boosts and bombs.&lt;br /&gt;
&lt;br /&gt;
=== Basalna City (Stage 1) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
(All characters have equal boost stats for this stage)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/D6aHFJZEhBU Chitta, loop 1, boosting through entire stage]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/_-mhhSQ7KfI Chitta, loop 2, slower strats, boss screen scroll manipulation]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/rV_ki0v47-4?t=19 Chitta, loop 1, a fairly standard run with safe boosting]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is one of the easiest races to win. Once you get ahead of the rival racers, they generally won't be able to catch up as long as you're going at max speed (boosted or unboosted).&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you can get ahead of everyone by boosting at the start, then take it easy for the rest of the race. Sometimes a few racers will pass you at the start, though. You have two options to deal with this:&lt;br /&gt;
* Use an opening bomb to prevent it entirely. This all but guarantees a win, unless your bomb misses some racers and they pull ahead.&lt;br /&gt;
* Boost as much as possible, and hope you overtake everyone that passed you. Sometimes you won't manage 1st if your luck is bad, but this saves a bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start of the stage, until the first dangerous enemies show up.&lt;br /&gt;
* Around when Carpet appears, until dangerous enemies appear again.&lt;br /&gt;
* Shortly before the insect-shaped ship shows up, until the boss. The insect ship is harmless, and the only other threat is a skull ship, which you can fly above (they can only shoot downwards).&lt;br /&gt;
However, the entire stage, including the boss, can be boosted through if needed. &lt;br /&gt;
You'll need to learn where the enemies spawn and where they tend to shoot. If you stay at the top of the screen, the skull ships can only hurt you if they bump you downwards as they're spawning, so the main threat is the purple tanks that fire in your direction. The top left corner is safe most of the time, but not always.&lt;br /&gt;
&lt;br /&gt;
The boss has two attacks: shoulder turrets that fire aimed bullets, and side turrets that shoot a dense spread of destructible bullets. To dodge the destructible bullets while boosting, position yourself either centered below the boss (on top of the dragon's tail) or on the wings by the shoulder turrets (most of the wing area doesn't have a hitbox).&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2''' &lt;br /&gt;
&lt;br /&gt;
The behavior of rival racers is similar, so the race is still fairly easy to win, but boosting for the whole stage becomes more dangerous. It's harder to react to shots from the purple tanks, and the boss can corner you if the turrets use their fast-firing pattern. You may want to unboost and reboost before the boss to do the [[Shippu_Mahou_Daisakusen/Techniques#Manipulate_enemies_through_screen_scoll|screen scrolling manipulation strategy]] for extra safety.&lt;br /&gt;
&lt;br /&gt;
=== Air Circus (Stage 2A) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Kickle &amp;amp; Laycle, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bornnam, Chitta, Bul-Gin &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/EhGERTmTMsU Chitta, loop 1, kills boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/JW2ZZQdrZbI Bornnam, loop 1, uses opening bomb, times out boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/1RD9iSqlou4 Chitta, loop 2, uses 3 bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=91 Miyamoto, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=950 Gain, loop 2, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This race can be tough to win. Once the scrolling slows down for the boss fight, rivals will start to catch up to you and there's not much you can do if they pass you. &lt;br /&gt;
Boost aggressively to put distance between you and the rivals before the boss starts. Weak characters have a particularly hard time getting 1st, and might need to get a little lucky with enemy bullets taking out rival racers at the end.&lt;br /&gt;
&lt;br /&gt;
Depending on your overall tournament routing, this may be a good stage to not worry about your placement and try to make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start until enemies appear.&lt;br /&gt;
* Through the gem hallway near the start.&lt;br /&gt;
* Through the stop signs before the open-air section.&lt;br /&gt;
* At the end of the open-air section, up until the boss.&lt;br /&gt;
* After killing the boss, until enemies start spawning.&lt;br /&gt;
However, these are short boosts that may not be enough to get 1st place. &lt;br /&gt;
&lt;br /&gt;
Less obviously, you can safely '''maintain boost through the entire open-air section'''. Sit in the top left corner; the wizards will circle you but rarely fire. When the turtles appear, their first volley of shots will contain one aimed directly at you, which you can tap-dodge downwards, then get back in position. You will need to dodge two shots from the turtles. After the second one, get out of the corner before the stage wall pushes you downwards.&lt;br /&gt;
&lt;br /&gt;
There is a movement pattern (see demonstration videos) that allows you to maintain boost from the start of the stage, past the gem hallway, and up to the large formation of green wizards (where it's recommended you stop boosting and shoot the wizards for safety). After killing the last of the green wizards, you can boost again and carry it through the stop signs and open-air section, up to the boss.&lt;br /&gt;
&lt;br /&gt;
There are two approaches to '''the boss''':&lt;br /&gt;
* Maintain boost as much as possible until the boss times out. You'll need to briefly unboost and shoot when it fires the spread of destructible bullets.&lt;br /&gt;
* Kill the boss quickly, then try to find safe places to boost during the enemy rush afterwards. &lt;br /&gt;
In the enemy rush, the sections without any blue wizards are generally safe to boost in, since the turrets on the walls just shoot aimed bullets that can be misdirected. In the final section with the mix of green and blue wizards, it's reasonably safe just to stay still and let them fire around you. Even if you get bumped by something, it'll often happen after the end-of-stage invincibility has activated.&lt;br /&gt;
 &lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up faster, and the boost strategy for the open-air section no longer works due to changes in wizard behavior. The boss is a nightmare and will probably force you to dump multiple bombs. Incidentally, dumping multiple bombs is the only real way to fend off rivals when they catch up at the end. It's probably a bad idea to play this stage in the second loop anyways.&lt;br /&gt;
&lt;br /&gt;
=== Velmatic Ocean (Stage 2B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Nirvana&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Honest John, Kickle &amp;amp; Laycle, Bornnam&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/fs4MJ1i4C0c Honest John, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/hIrbtnXnuQg Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=926 Miyamoto, loop 2, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=910 Bornnam, loop 2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A relatively easy race to win. Rivals will steadily catch up to you if you aren't boosting, but the pirate ship section provides an easy boosting opportunity. Even weak characters can typically win the race as long as nobody pulls ahead at the start, which can be guaranteed with a successful opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
'''The pirate ship:''' The easiest and most important boost strategy for this stage. Around the middle, a pirate ship appears. As long as it is not fully destroyed, it will remain onscreen until the boss. Destroy all but one or two turrets, then boost while dodging the occasional aimed bullets. This alone is often enough to win the race.&lt;br /&gt;
&lt;br /&gt;
'''Through the cliff section:''' This is a little trickier. Start boosting after you pass the huts on the beach, and move to the top left corner. It remains safe here for a while, up until the two large black ships switch sides and the green tanks start coming from the cliffs. At this point, move downwards and start shooting (or bomb for safer passage).&lt;br /&gt;
&lt;br /&gt;
'''The boss:''' It's safe to boost for most of the fight, except for the arm-swinging attack that shoots a wide spread of destructible bullets. Switch to shooting when you see him wind up for it. &lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The stage is harder, but the race is still fairly easy. Rivals are a bit faster, and tend to catch up around the start of the pirate ship section if you don't boost before then, but that's exactly the point where you can start boosting safely.&lt;br /&gt;
&lt;br /&gt;
As with many bosses on the second loop, the arm-swinging attack now features a mix of destructible and normal bullets, so shooting through it no longer works. Instead, dodge it by flying close to the boss and staying directly centered under him. This is much harder, but on the plus side, it allows you to stay boosted for the entire fight.&lt;br /&gt;
&lt;br /&gt;
=== Outcast Castle (Stage 3A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Miyamoto, Bornnam, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bul-Gin, Kickle &amp;amp; Laycle, Chitta, Gain&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/-r9G61OLiGE Bul-Gin, loop 1, uses bomb in worm section]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/nqnnAnbSocQ Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/J7AMjtvKSW8?t=210 Miyamoto, loop 1, uses opening bomb]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is perhaps the easiest race to place well in consistently, due to the closing gates near the start of the level. Once you pass these gates, any rival racers that are behind you will be unable to catch up until the boss fight starts. If you can make it through the gates without anyone passing you, you can play the rest of the level (up to the boss) as slowly and safely as you want.&lt;br /&gt;
&lt;br /&gt;
If someone passes you at the start and you cross the gates in 2nd place or worse, you can attempt boost strategies to catch up, but you're probably better off using an opening bomb to avoid this altogether. You will only get a few chances to overtake rivals, and boosting through the worm section is very risky.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Learning how to boost through the '''opening section''' is worthwhile, as it can save you an opening bomb if you're lucky. You will need to find a pattern that lets you dodge the coffins and their aimed shots consistently. The behavior of the coffins is slightly influenced by scroll speed, so the easiest route might differ slightly per character.&lt;br /&gt;
&lt;br /&gt;
If you get past the gates in 1st, you don't need to boost for the remainder of the course, and can play it at whatever speed you're most comfortable with. Knowing how to boost through the course might be useful for catching up to rivals on unlucky runs, or for speedrunning.&lt;br /&gt;
&lt;br /&gt;
'''After the gates:''' You can just stay at the top of the screen and boost, but there's a risk that one of the purple enemies decides to shoot you from close range. There's seemingly not much you can do to mitigate this risk, other than trying to overlap them as they spawn to seal their bullets.&lt;br /&gt;
&lt;br /&gt;
'''The spinning buzzsaw:''' Boost down the right path, then stay at the top of the screen. On the first loop, the shots from the zombies generally don't go far enough up the screen to hit you, and if one does, they're slow enough to dodge  easily.&lt;br /&gt;
&lt;br /&gt;
'''The worm section:''' Boosting through here is dangerous. Be ready to bomb if needed. The idea is to stay in the upper right or upper left corner, and dodge the aimed shots from the coffins by moving up and down. Sometimes a worm will grab you, but they don't slow you down as much if boosting, so you can often pull away.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The gates still work the same way, so you can easily place 1st as long as you don't get passed at the start. Boost strategies are similar, except the zombie hallway is slightly more dangerous, and the worm section is a lot more dangerous. Cross Fire is probably a better pick for Stage 2-3 though, even if the race there is harder to win.&lt;br /&gt;
&lt;br /&gt;
=== Cross Fire (Stage 3B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Bul-Gin, Chitta, Kickle &amp;amp; Laycle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Miyamoto, Nirvana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/wT1cB2rnFps Miyamoto, loop 1, uses two bombs to hinder rivals]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/9fIy8_emw7o Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1028 Bornnam, loop 2, uses one bomb, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=985 Chitta, loop 2, uses two bombs, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1065 Gain, loop 2, uses two bombs, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Winning this stage often comes down to luck, even with an opening bomb. It's difficult to find places to boost in the section where the battleships are firing from both sides, and as a result, rivals tend to catch up near the end of that section. &lt;br /&gt;
&lt;br /&gt;
Fortunately, you can easily boost through the entire boss fight, but sometimes that's not enough to get past anyone who overtook you. If you do manage to make it to the boss in 1st place with no rivals onscreen, you're usually in the clear.&lt;br /&gt;
&lt;br /&gt;
If anyone overtakes you at the start, you'll likely get very few chances to pass them until you reach the boss.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
The safest places to get in boosts are:&lt;br /&gt;
* At the start, until enemies show up.&lt;br /&gt;
* After the first set of turrets, until the second set. The enemies that appear in between are static and fire straight downwards, so they are easy to avoid.&lt;br /&gt;
* After destroying the first wing, until more turrets show up.&lt;br /&gt;
* After destroying the second wing, through the boss, to the end of the stage.&lt;br /&gt;
You can extend the starting boost for longer (all the way up until the second set of turrets) by doing some risky dodges around the flying enemies at the start, and then streaming the shots from the first set of turrets.&lt;br /&gt;
&lt;br /&gt;
The boss is mostly harmless if you stay at the top of the screen and boost, although he has one attack where he backs up to do a charge, which can crush you. Try to move back and forth so that you're always in the opposite corner from the boss.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up even faster, and if you play it safe around the turrets, you get fewer opportunities to boost. However, the boss still provides a good opportunity to overtake rivals, so even if you can't get 1st, you can often place reasonably well. The dueling battleships section is very difficult to play at full speed without using at least one bomb, but you get two in the stage.&lt;br /&gt;
&lt;br /&gt;
=== Deeply Dungeon (Stage 4A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Bornnam, Kickle &amp;amp; Laycle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Gain, Honest John, Bul-Gin, Nirvana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/QJ5Jl3bTX1I Gain, loop 1, spinbomb racing to boost through entire stage except boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/Xg8cWc4QJUs Chitta, loop 2, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=344, Bornnam, loop 1]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=338 Miyamoto, loop 1, catches up from 3rd to 1st after boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=368 Gain, loop 1, catches up from 7th to 2nd after boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is an odd stage to race in. Opportunities to boost are limited at the start, and rivals will sometimes overtake you in the mid-to-late portions, or during the boss. However, rivals seem to move slower in the section after the boss, and you can often climb many places by boosting there. Though there's always an element of luck in overtaking rivals, it seems to be easier at the end of Deeply Dungeon compared to most other stages.&lt;br /&gt;
&lt;br /&gt;
Since this is a slow stage, the speed increase from boosting has a wider variance between characters, so the difficulty of placing well in the race also varies quite a bit. Weak characters may struggle even with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
It is possible to boost through the entire stage using [[Shippu_Mahou_Daisakusen/Techniques#Spinbomb_glitch|spinbomb racing]]. However, the opening section is very difficult due to the crushing walls and many enemies, and requires a precise route. The route will differ slightly between characters due to differences in boosting scroll speed.&lt;br /&gt;
&lt;br /&gt;
The more standard, safer places to boost are:&lt;br /&gt;
* After the opening section, when the worms come out of the pipes. Finding a consistent pattern to misdirect the worms may take some practice, and will depend somewhat on your character's boost speed. Carry the boost until enemies show up, after the first rush of water.&lt;br /&gt;
* After the first rush of water, take out the enemies, then boost past the eels that suck you towards them. The boost can be carried to up the boss. After the second rush of water, stay in the lower corner of the screen to avoid the shots from the eye enemies. For some characters, a worm will spawn from the pipes before the boss, but faster characters can avoid this.&lt;br /&gt;
* After killing the boss, you can boost through the entire enemy rush. The main threat is the small squid enemies, who will shoot aimed bullets at you; try to stay on the opposite side of the screen so you can react to their shots.&lt;br /&gt;
&lt;br /&gt;
You can maintain boost after the first rush of water and try to sneak past the group of enemies, but it's a bit risky.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The spinbomb racing strategy no longer works due to increased enemy health. The other boost strategies work, and in particular, you can still gain a lot of ground by boosting during the post-boss enemy rush. However, the boss is one of the most dangerous in the game, and racing in this stage runs the risk of having rivals catch up to you during the fight and cause chaos.&lt;br /&gt;
&lt;br /&gt;
If your goal is to win the loop 2 tournament, it's probably better to pick Cold Corridor as your Stage 2-4.&lt;br /&gt;
&lt;br /&gt;
=== Cold Corridor (Stage 4B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Honest John, Bul-Gin&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Nirvana, Miyamoto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/GgntegQQoUU Nirvana, loop 1, boosting through entire stage except boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/VloaY59Mkw8 Nirvana, loop 1, uses opening bomb, safer play]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/yA0m741LNvM Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/o8Rjw-73Sbc?t=359 Miyamoto, loop 1, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1150 Bornnam, loop 2, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?si=HALoD2MNQpDbAMJ1&amp;amp;t=1203 Miyamoto, loop 2, uses one bomb during stage, two on boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In this stage, once you get ahead of your rivals, they're unlikely to catch up. The opposite is also true, though - if rivals pull ahead, you'll likely only get a few opportunities to overtake them. Still, the race here is on the easier side as long as you're comfortable boosting through the opening section. Even if you don't use an opening bomb, rivals will often get taken out by enemy bullets at the start.&lt;br /&gt;
&lt;br /&gt;
The white orb monsters that spin and shoot a circular spread are the most dangerous part of the stage. Three appear at the start of the stage, and two appear shortly before the boss. You may want to '''intentionally slow down''' to deal with some of them. Boosting past them requires either good dodging reflexes or character-specific routing, since safespots are likely to depend on character boost speed.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
The key to winning this stage is boosting through the '''opening section''', up until the scrolling speed-up ends and the ice golems appear, at which point you can play it safe and start shooting if you're in 1st. You will need to find a route that deals with the white orb monsters in the opening section safely, which may differ depending on which character you play.&lt;br /&gt;
&lt;br /&gt;
Boosting through the entire section will work, but it's a bit risky. A slightly safer strategy is to boost past the first orb, then wall-brake to slow down before the next two orbs and kill them, then immediately resume boosting. If you start the race with an opening bomb, this brief slowdown probably won't be enough for rivals to catch up.&lt;br /&gt;
&lt;br /&gt;
You can carry your opening boost all the way up to the boss, if you want. Stay at the top of the screen during the section with the ice golems and rock-spitting monsters. The top right is recommended over the top left, as it's easier to safely sneak past the enemies during the transition to the zombie section. The white orb monsters are once again the main threat; you may want to brake to take out the two near the end of the stage.&lt;br /&gt;
&lt;br /&gt;
Killing '''the boss''' is recommended over boosting through it. The speed-up after killing the boss seems to make it significantly easier to overtake rivals. &lt;br /&gt;
&lt;br /&gt;
During the post-boss enemy rush, you are generally safe boosting in the top left corner. However, in rare cases, your boost might go off just as an ice golem is spawning and change its acceleration, which may allow it to snipe you.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Pretty similar racing-wise, and most strategies still work, but you might need to work out a new route for the opening section, due to the faster bullets and more durable enemies. Braking to take out the white orb monsters more safely may not work, depending on your character's weapon strength. Particularly, it seems hard to safely take out the two before the boss.&lt;br /&gt;
&lt;br /&gt;
=== Strato Storm (Stage 5A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Nirvana, Bul-Gin, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Chitta&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/BXS7TqlEgF8 Chitta, loop 1, uses 3 bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/txiRgQW39DA Chitta, loop 1, uses opening bomb and two bombs on boss, no boosting]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/q1rGxRGsrIc Chitta, loop 2, two bombs and one death on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=460 Miyamoto, loop 1, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=481 Bornnam, loop 1, uses 3 bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1296 Gain, loop 2, 4 bombs and one death, gets 2nd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to the high base speed of this stage, boosting doesn't have much of an effect on racing results. The stage seems to be designed so you can win (often by a rather wide margin) without boosting, as long as you maintain full unboosted speed. Boosting is still useful for manipulating enemy positions, as any speed changes in this stage tend to scroll enemies offscreen rapidly.&lt;br /&gt;
&lt;br /&gt;
However, this is one of the more difficult stages to maintain full speed in. The pink shots from the wizards will slow you down, and some enemies try to ram you later in the stage. If you accidentally get slowed, speeding back up can be dangerous due to the wild changes in enemy position that can occur.&lt;br /&gt;
&lt;br /&gt;
Rivals appear to get a burst of speed near the start of the stage, allowing them to possibly overtake you, but then slow down for the rest.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
'''The wizards''': After taking out the five planes near the start, boost as the first wizards appear. It will scroll the wizards offscreen, and counteract the effect of the pink shots a little. Stop boosting when the second set of wizards appears to take them out.&lt;br /&gt;
&lt;br /&gt;
'''After the wizards:''' Beyond the third set of wizards, there are a number of bulky ships that shoot aimed shots. You can boost through this section, but it requires learning where the bulky ships spawn so you can circle them safely.&lt;br /&gt;
&lt;br /&gt;
Boosting during the section with the ramming ships and the planes is not recommended. The planes are very dangerous if left alive.&lt;br /&gt;
&lt;br /&gt;
'''After the boss:''' More ramming ships appear. It's a bit risky, but you can boost through here. Maintain distance from the ramming ships and lead them around the screen to give yourself space to dodge their downwards shots. If you just stay at the top of the screen and let yourself get bumped around, there's a chance you'll get bumped into some bullets.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
While you can still win by maintaining full speed throughout the stage, it's much more difficult and risky to do so, due to the tankier enemies and faster-firing wizards. This may be a good place to lose the race and take things slowly.&lt;br /&gt;
&lt;br /&gt;
=== Forest of Dead! (Stage 5B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Bornnam, Honest John, Miyamoto&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Kickle &amp;amp; Laycle, Bul-Gin, Chitta&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/wGPLwLERNmA Kickle &amp;amp; Laycle, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/pJ1fu55A0mM Chitta, loop 2, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm17800701?from=462 Chitta, loop 1, uses bomb on boss, full speed play but places 2nd]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=1281 Miyamoto, loop 2, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1256 Bornnam, loop 2, multiple deaths and bombs but places 1st]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is another track where if you pull into 1st and maintain full unboosted speed, rivals are unlikely to catch up, but conversely, it's hard to overtake rivals who pull ahead of you. Safe boost opportunities are limited before the coffin section.&lt;br /&gt;
&lt;br /&gt;
Like Cold Corridor and Deeply Dungeon, the scrolling speed increases after you beat the boss, but unlike those two tracks, this doesn't seem particularly useful for catching up with rivals. If you need to catch up, boosting through the boss fight seems to give you more chances.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
One can carry a boost from the start of the stage to the beginning of the eye section. If you stay at the top of the screen, the gun ghouls won't fire. After the third gun ghoul, move to the bottom to safely dodge the wizard shots.&lt;br /&gt;
&lt;br /&gt;
'''The eye section:''' Boosting here is very risky, but can be done if you're willing to bomb when things go wrong. The idea is to lead the eyes in a circle around the screen, but their random spawn positions and erratic splitting behavior makes this difficult to set up. You also have to contend with the lantern ghosts. Stop boosting after the eye section ends, before the wizard trio shows up.&lt;br /&gt;
&lt;br /&gt;
'''The coffin:''' The movement of the lantern ghosts is static, so you can follow a set path to boost through this section without getting trapped. Start boosting in the graveyard before the coffin shows up, and circle the screen with the right timing to avoid its shots. Alternatively, you can kill the lantern ghosts and open the coffin, then boost and dodge the vampire by circling it.&lt;br /&gt;
&lt;br /&gt;
'''The boss:''' You can boost through the entire fight safely. The enemy section after killing the boss is tricky to boost through due to the lantern ghosts. There's a speed-up after the boss, but you have to slow down to shoot the boss, so whether this is any faster likely depends on how quickly your character can kill the boss, and is probably only relevant for speedrunning.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The dynamic of the race is similar to the first loop: once you get ahead, rivals are unlikely to catch up as long as you maintain full unboosted speed. However, the eye section is very difficult and risky to play at full speed due to the random spawn positions of the eyes and their aggressive homing movement. Unless you're comfortable with this section at full speed, this is likely a race you'll want to play slow for safety reasons.&lt;br /&gt;
&lt;br /&gt;
The bats in this stage shoot aimed bullets when destroyed. When boosting at the start, be careful not to bump into them too much or you'll bump-kill one and likely die. Rival racers can sometimes also bump-kill or shoot the bats, sending a bullet your way.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom Grandprix (Stage 6A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Kickle &amp;amp; Laycle, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None really (but Chitta, Miyamoto, Bornnam have the lowest stats)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/ATGxnaRG3H4 Chitta, loop 1, kills boss, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/p4vlD0gQtko Chitta, loop 1, uses opening bomb, more aggressive boosting, boosts through boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/u_s_oILMCyA Chitta, loop 2, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=618 Bornnam, loop 1, kills boss, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=580 Chitta, loop 1, boosts through boss, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=598 Miyamoto, loop 1, kills boss, one death and three bombs on boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There aren't many safe places to boost in this stage, and as a result, rivals will often overtake you partway through. The boss fight provides a lengthy boost opportunity though, as long as you're willing to sacrifice the huge point gains from killing Bashinet-R and his green goons. This dynamic of falling behind mid-race and catching up at the end makes it a bit random to place 1st. Hopefully the tournament is already decided in your favor at this point.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Most parts before the boss are too tight and choked with enemies to boost in, but there are a handful of small boosting opportunities:&lt;br /&gt;
* At the start, you can carry your boost through the first set or two of enemies, although it's a bit risky.&lt;br /&gt;
* After the two sets of wizards, boost through the winding corridor while watching out for the side tanks. When the corridor opens up, kill the wizards and spinning ships that appear, then resume boosting. When another spinning ship appears, kill it, then resume boosting, up until the fork in the path.&lt;br /&gt;
* During the wide-open section with the orange background, after the two silver robots spawn, you can boost up until the end of the orange section. You may want to kill the small flying tank first, as if you leave it alive, there's a chance it will come back onscreen and shoot you.&lt;br /&gt;
The main place to get your boosts in is '''the boss fight'''. After the warning text, the fight opens with a rush of green mini-Bashinets. Boosting in the top corners of the screen is safe; you'll sometimes get bumped around but it shouldn't kill you. However, make sure you don't press against the walls, because you'll get caught in the gaps made by the mini-Bashinets and pushed off the screen.&lt;br /&gt;
&lt;br /&gt;
Bashinet-R can be boosted through until he times out and flies away. If you're comfortable with Bashinet-R's attacks, this might even be easier than killing him, as you don't have to deal with the fireball spam desperation phase. However, you get a lot of points for killing him (as well as the green mini-Bashinets) so it might be hard to reach the 600,000 point extend if you choose to boost here.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The stage doesn't seem significantly harder outside of the boss, but finding good boost spots is just as tough, and rivals will catch up faster. As in the first loop, the race is likely to come down to how many rivals you can overtake by boosting during the boss.&lt;br /&gt;
&lt;br /&gt;
=== Yashiki of Ninja (Stage 6B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Miyamoto, Bornnam&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None really (but Nirvana and Bul-Gin have the lowest stats)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/iu5RCm5Huo8 Nirvana, loop 1, one death on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/atGOuHZ0WcU Chitta, loop 2, one death and four bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm17800504?from=627 Kickle &amp;amp; Laycle, loop 1, one bomb during stage, one death and four bombs on boss, gets 2nd]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1367 Bornnam, loop 2, one bomb during stage, one death and four bombs on boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While this memorization gauntlet is one of the more difficult stages to learn, and has a ridiculous boss, the racing side of things isn't too bad. It's similar to Forest of Dead! or Cold Corridor, where it's easy to stay ahead of rivals once you pull into 1st, but hard to catch up with anyone who overtakes you. If you're willing to spend an opening bomb to knock everyone out at the start, you can probably take 1st just by maintaining full speed whenever you aren't boosting.&lt;br /&gt;
&lt;br /&gt;
Rivals will start to catch up with you during the boss fight, and may overtake you if you get slowed down for too long (from forgetting to reaccelerate after a death, for example). If anyone passes you, the post-boss escape section gives you one last chance to catch up.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Many sections of this stage are arguably easier to boost through than to play normally. You can boost through:&lt;br /&gt;
* The bridge section near the start, by staying at the top.&lt;br /&gt;
* The section after the treasure chests with the jumping ninjas, by staying in the top right corner.&lt;br /&gt;
* The section with the spinning pole enemies. There is a safespot, roughly centered inside the speedometer. Experiment with your character to find a visual cue for the right positioning.&lt;br /&gt;
* The section before the boss with the large ninja statues, by staying at the top.&lt;br /&gt;
* The escape section after beating the boss.&lt;br /&gt;
Most other sections are dangerous, usually due to the little doll enemies that shoot aimed bullets, and stay onscreen for quite a while if you don't kill them. There's also the section where enemies jump out of the floorboards, which seems easier if you stop to kill some of the enemies.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The boost routing and racing dynamics are basically the same, but several parts of the stage are much harder.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds Tower (Stage 6C) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Miyamoto, Nirvana, Bul-Gin&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None really (but Gain, Kickle &amp;amp; Laycle, and Honest John have the lowest stats)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/lnQ-2RMEvOQ Kickle &amp;amp; Laycle, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/sFlDMG9gwK0 Chitta, loop 2, rock despawn glitch]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/Gf5H0qsCOWs Nirvana, loop 2, uses bomb in rock section]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/gbZgmu8O5ks?t=525 Miyamoto, loop 1, uses two bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1430 Gain, loop 2, two deaths and four bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=1318 Chitta, loop 2, two deaths and five bombs]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is another stage where it's fairly easy to stay ahead of rivals, but hard to catch up to rivals that overtake you. That's assuming you can stay at full speed, which may be difficult during the section with the falling rocks and homing missiles. Boosting through this section is very difficult and chaotic, and using at least one bomb is recommended if you attempt it. If going unboosted, watch your speed and reaccelerate after you get bumped.&lt;br /&gt;
&lt;br /&gt;
It is sometimes possible to '''despawn the rock generator''', which makes the rock section significantly easier to do while boosting. The conditions for this are unconfirmed, but it seems more likely to occur if you avoid collecting the Homing powerup that appears shortly before the rocks begin spawning.{{unconfirmed}} &lt;br /&gt;
&lt;br /&gt;
After the opening section, the scrolling slows down slightly, and rivals will steadily catch up to you if you don't boost. Fortunately, if you use an opening bomb, you'll usually be able to gain enough distance to avoid anyone making a comeback.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
One can boost through the entire '''opening section''' by dancing around the various streams of aimed bullets, and this is recommended to put as much distance as possible between you and your opponents before the slower middle section. The boost can be carried up until the rocks start falling.&lt;br /&gt;
&lt;br /&gt;
The '''falling rock section''' can be boosted through, but it's hard to consistently dodge the homing missiles while being bumped around by rocks. Typically, it is not too bad to dodge the first set of missiles, but the second and third sets come in quick succession and may pin you in a corner; this is a good place to bomb, which will take out the fourth missle launcher, leaving only the fifth and final one to dodge.&lt;br /&gt;
&lt;br /&gt;
The '''ramming ship section''' is a bit safer, but still tricky due to the two enemies that fire streams of aimed bullets. Stay on one side of the screen, around the middle vertically, to lure the ramming ships to the side while giving you some free space below. When the aimed bullets start, you should be able to circle the screen without getting blocked by a ramming ship. After the aimed bullet enemies leave, start shooting so you can clear out the screen before the next section.&lt;br /&gt;
&lt;br /&gt;
The final section before the boss with the two airships is dangerous to boost through. Kill the airships as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For '''the boss''', take out the upper side turrets, which fire the boss's only dangerous attack, then boost for the rest of the fight. The missiles can be avoided by circling the screen, and the fireballs and laser can be avoided by going above them.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The racing dynamics are similar, except rivals catch up faster, so more aggressive boosting may be needed to stay in 1st. &lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum and minimum unboosted speed values for each section of each stage. Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This is why boosting has a more significant effect on slow stages.&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed '''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37739</id>
		<title>Shippu Mahou Daisakusen/Racing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37739"/>
		<updated>2026-04-10T00:21:19Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Stage 6A, 6B, 6C strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players [[Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberately ignore it]] and go slow to make the game easier. However, successful racing is needed to reach the second loop (you must win the first loop tournament) and to see each character's 1st place ending. While the 1st place ending is the same across both loops, it's a little disappointing to get a bad ending after a successful 2-ALL, so you may want to race in the second loop as well. Plus, racing is fun!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Racing difficulty is not only highly variable per stage and character, but you are at the mercy of the random behavior of rival racers. For example, boosting at the start of the first stage will sometimes launch you ahead of all the other racers, but other times, a rival or two will quickly blast off the top of the screen at high speed and put you in 2nd or 3rd.&lt;br /&gt;
&lt;br /&gt;
Furthermore, even if you boost for the entire race, you may not win if the dreaded '''&amp;quot;repeated pull-away&amp;quot;''' occurs. Every time a rival exits the top of the screen, they gain a burst of speed and it will take at least a few seconds to catch up to them. If you're unlucky, the moment you scroll the rival back onscreen, they will '''immediately pull away''' and exit the top of the screen again, getting another burst of speed. Sometimes this repeats for the entire race and you are forced to take 2nd place (or worse). The only way to counteract this is by bombing the rival during the brief window where they appear at the top of the screen, which may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Despite this, it's possible to consistently win the first loop tournament by a pretty wide margin. Races in the second loop tournament are more difficult, but you can often scrape together enough points to win with some luck and risky play.&lt;br /&gt;
&lt;br /&gt;
Your main tools for winning races are '''boosting''' and '''bombing'''. It's also vital to '''manage your acceleration''' so that you remain at top speed when not boosting.&lt;br /&gt;
&lt;br /&gt;
=== Boosting ===&lt;br /&gt;
&lt;br /&gt;
Recall that if you hold down the fire button for a few seconds, you will stop shooting and get a burst of speed. You can't be slowed down in this state (even if you are bumped, or attempt to use the back or wall brake) and will exceed the normal maximum speed for the stage. &lt;br /&gt;
&lt;br /&gt;
Your performance in races '''mostly depends on how much you boost'''. While rival racers can screw you over as described above, good boost routing will typically get you 1st or 2nd place in most races, at least in the first loop.&lt;br /&gt;
&lt;br /&gt;
Speed while boosting is affected by four factors:&lt;br /&gt;
* The current stage (boosting has a stronger effect on slow stages like Outcast Castle or Deeply Dungeon)&lt;br /&gt;
* Your character choice (each character has different boost stats for each stage)&lt;br /&gt;
* Your bomb count (having less than 4 bombs gives a boost bonus, and having more than 4 gives a boost penalty)&lt;br /&gt;
* Your main shot power level (each power level grants a very slight increase to boost speed)&lt;br /&gt;
&lt;br /&gt;
Boosting can increase speed by up to ~1.67x in the best case (slow stage and max strength boost); a more typical increase is 1.25x. There are extremely rare cases where it will have no effect on speed (weak character stats, minimum shot power, and 7 or more bombs).&lt;br /&gt;
&lt;br /&gt;
For the most part, you don't need to know or worry about the details of boost speed mechanics to win races; the important thing is to boost as much as you can without sacrificing safety. However, understanding the mechanics helps explain why certain characters have a harder time winning certain stages, or why small variances in time can occur even when boosting through an entire stage. See the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section for the precise internal values related to speed and boosting.&lt;br /&gt;
&lt;br /&gt;
=== Bombing ===&lt;br /&gt;
&lt;br /&gt;
Hitting rival racers with a bomb will knock them off the bottom of the screen, and they'll typically take a while to make a comeback, if they do at all. (Though, annoyingly, in some cases they seem to appear back on screen immediately.)&lt;br /&gt;
&lt;br /&gt;
An [[Shippu_Mahou_Daisakusen/Techniques#Opening_bomb|opening bomb]] can essentially guarantee a race win on certain courses. This is your main defense against the repeated pull-away problem; prevent them from pulling away in the first place.&lt;br /&gt;
&lt;br /&gt;
Bombs can also prevent rivals from sneaking ahead mid-race, but using a bomb to take out one or two rivals may be a bit of a waste.&lt;br /&gt;
&lt;br /&gt;
Since bombs are also very useful for survival, you may want to try to win races with boosting only at first, and save your bombs for if you start falling behind in points due to bad luck. On the other hand, you may prefer to build up a buffer of points by using bombs to guarantee wins on the easier courses.&lt;br /&gt;
&lt;br /&gt;
=== Managing acceleration ===&lt;br /&gt;
&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|thumb|220px]]&lt;br /&gt;
When boosting, you will quickly accelerate to your top speed and remain there until you stop boosting. When not boosting (for example, to kill enemies for safety) it's important to manage your acceleration so you stay at the maximum unboosted speed. Rivals will quickly overtake you if you race at suboptimal speeds.&lt;br /&gt;
&lt;br /&gt;
Recall that your character accelerates when in top half of the screen (see diagram). However, once your character reaches the maximum unboosted speed, you can position yourself ''anywhere on the screen'' and maintain your speed. So it's not necessary to stay in the top half at all times, you can just dip in there for long enough to reach the max.&lt;br /&gt;
&lt;br /&gt;
If you get bumped, touch a wall, or touch the back of the screen while not boosting, you will lose speed. Some hazards also lower your speed (e.g. bubbles in Deeply Dungeon, pink wizard shots in Strato Storm). &lt;br /&gt;
If you lose speed by accident, make sure to regain it as quickly as possible. If moving into the top half of the screen is unsafe, you can also stay where you are and charge a boost. Boosting causes you to accelerate very quickly, and you can release the boost as soon as you're at max speed again.&lt;br /&gt;
&lt;br /&gt;
In general, if your goal is to win races, you almost never want to intentionally brake. Most parts of the first loop can be played comfortably at the max unboosted speed once you are familiar with stage layouts and enemy behavior. The second loop has a few sections that are extremely difficult without slowing down, so you may have to plan to lose those races and make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Bumping ===&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Techniques#Manual_rival_knockbacks|Bumping rival racers]] is sometimes useful, though not especially reliable. Ensure you are boosting while you bump rivals so you don't lose speed from the bumping.&lt;br /&gt;
&lt;br /&gt;
At the start of each race, boost and bump the second-place racer downwards. If you're lucky, they'll fall behind and place poorly. This isn't really useful for winning individual races, but is helpful for winning the tournament, as it spreads out rival point gains.&lt;br /&gt;
&lt;br /&gt;
When rivals are near the bottom of the screen, you can sometimes bump them off the bottom, which may cause them to lose speed and fall far behind (similar to how exiting the top of the screen gives them a burst of speed). &lt;br /&gt;
&lt;br /&gt;
== Character strengths and weaknesses ==&lt;br /&gt;
&lt;br /&gt;
When not boosting, all characters share the same maximum speed, defined by which section of the current stage you're in. However, the maximum speed while boosting varies based on both the stage and character. Each character has stages they're &amp;quot;strong&amp;quot; at (good boost speed) and stages they're &amp;quot;weak&amp;quot; at (bad boost speed).&lt;br /&gt;
&lt;br /&gt;
The raw values for each character are documented in the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section of this article, but they don't tell the full story, because boosting has a more significant effect on slower stages. &lt;br /&gt;
&lt;br /&gt;
For example, Gain has a base boost speed of 32 (the worst possible) on Deeply Dungeon, while Bornnam has a base boost speed of 128 (the best possible). The max unboosted speed for the stage is 192, so this means (ignoring other factors) Gain will boost at 224 speed and Bornnam will boost at 320 speed. That means Gain's boost only increases speed by ~1.17x, while Bornnam's boost increases speed by ~1.67x. It is significantly harder to win the race with Gain than with Bornnam as a result.&lt;br /&gt;
&lt;br /&gt;
By contrast, Chitta has 32 on Strato Storm, and Nirvana has 128. The max unboosted speed is 1280, so Chitta will boost at 1312 (1.025x) and Nirvana will boost at 1408 (1.10x). The difference in speed increase is much smaller and as a result Chitta doesn't really suffer much from her poor boost stat here.&lt;br /&gt;
&lt;br /&gt;
For this reason, the tables below rank the character's strengths and weaknesses based on &amp;quot;boost efficiency&amp;quot;: how close the character's boosted speed is to the optimal boost, expressed as a percentage. In the examples above, Bornnam and Nirvana have 100% efficiency, while Gain has 70% efficiency (224/320) and Chitta has ~93.2% efficiency (1312/1408). &lt;br /&gt;
&lt;br /&gt;
The boost efficiency for the character is listed beside each stage name. Efficiency below 90% tends to make it noticeably harder to win the race. &lt;br /&gt;
&lt;br /&gt;
Note: For speedrun purposes, the raw max boost speed may be a more useful metric than boost efficiency, which is meant to measure potential for taking 1st place in races.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Gain-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (97.7%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (70%)&lt;br /&gt;
* '''Outcast Castle''' (87.5%)&lt;br /&gt;
* Cold Corridor (90%)&lt;br /&gt;
* Forest of Dead! (90.6%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Chitta !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Chitta-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Cross Fire (98.6%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Deeply Dungeon (95%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (83.3%)&lt;br /&gt;
* '''Forest of Dead!''' (87.5%)&lt;br /&gt;
* '''Air Circus''' (89.6%)&lt;br /&gt;
* Strato Storm (93.2%)&lt;br /&gt;
|-&lt;br /&gt;
! Miyamoto !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Miyamoto-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Forest of Dead! (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
* Air Circus (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (87.5%)&lt;br /&gt;
* Deeply Dungeon (90%)&lt;br /&gt;
* Cross Fire (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Bornnam !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bornham-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (87.5%)&lt;br /&gt;
* Velmatic Ocean (90%)&lt;br /&gt;
|-&lt;br /&gt;
! Nirvana !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Nirvana-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (85%)&lt;br /&gt;
* '''Cold Corridor''' (85%)&lt;br /&gt;
* Outcast Castle (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Kickle &amp;amp; Laycle !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Kickleandlaycle-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Cross Fire (97.2%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (79.2%)&lt;br /&gt;
* '''Forest of Dead!''' (81.3%)&lt;br /&gt;
* '''Velmatic Ocean''' (87.5%)&lt;br /&gt;
* Cold Corridor (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Honest John !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Honestjohn-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (98.9%)&lt;br /&gt;
* Air Circus (97.9%)&lt;br /&gt;
* Outcast Castle (95.8%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (75%)&lt;br /&gt;
* '''Velmatic Ocean''' (85%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Bul-Gin !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bul-gin-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
* Cold Corridor (97.5%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (75%)&lt;br /&gt;
* '''Deeply Dungeon''' (80%)&lt;br /&gt;
* '''Forest of Dead''' (84.4%)&lt;br /&gt;
* Air Circus (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Individual stage strategy ==&lt;br /&gt;
&lt;br /&gt;
This section describes strategies for placing 1st in each race. On easier courses, or courses where your character has a strong boost, some of the strategies may not be needed to win. Experiment with your character and incorporate the strategies you feel comfortable with. Videos of successful race wins and demonstrations of boosting strategies are included.&lt;br /&gt;
&lt;br /&gt;
It's important to note that you cannot ''guarantee'' 1st place without spending bombs. There's always a chance that a rival will launch ahead of you at the start of the race and stay ahead the entire time. However, even in such unlucky cases, you'll usually at least be able to take 2nd or 3rd and pick up some points. 1st place can often be guaranteed with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, this section assumes you are always going at full speed when not boosting, i.e., no intentional braking to make stage sections easier (and recovering as soon as possible if you accidentally lose speed). Full speed play is the foundation on which you build race wins with boosts and bombs.&lt;br /&gt;
&lt;br /&gt;
=== Basalna City (Stage 1) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
(All characters have equal boost stats for this stage)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/D6aHFJZEhBU Chitta, loop 1, boosting through entire stage]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/_-mhhSQ7KfI Chitta, loop 2, slower strats, boss screen scroll manipulation]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/rV_ki0v47-4?t=19 Chitta, loop 1, a fairly standard run with safe boosting]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is one of the easiest races to win. Once you get ahead of the rival racers, they generally won't be able to catch up as long as you're going at max speed (boosted or unboosted).&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you can get ahead of everyone by boosting at the start, then take it easy for the rest of the race. Sometimes a few racers will pass you at the start, though. You have two options to deal with this:&lt;br /&gt;
* Use an opening bomb to prevent it entirely. This all but guarantees a win, unless your bomb misses some racers and they pull ahead.&lt;br /&gt;
* Boost as much as possible, and hope you overtake everyone that passed you. Sometimes you won't manage 1st if your luck is bad, but this saves a bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start of the stage, until the first dangerous enemies show up.&lt;br /&gt;
* Around when Carpet appears, until dangerous enemies appear again.&lt;br /&gt;
* Shortly before the insect-shaped ship shows up, until the boss. The insect ship is harmless, and the only other threat is a skull ship, which you can fly above (they can only shoot downwards).&lt;br /&gt;
However, the entire stage, including the boss, can be boosted through if needed. &lt;br /&gt;
You'll need to learn where the enemies spawn and where they tend to shoot. If you stay at the top of the screen, the skull ships can only hurt you if they bump you downwards as they're spawning, so the main threat is the purple tanks that fire in your direction. The top left corner is safe most of the time, but not always.&lt;br /&gt;
&lt;br /&gt;
The boss has two attacks: shoulder turrets that fire aimed bullets, and side turrets that shoot a dense spread of destructible bullets. To dodge the destructible bullets while boosting, position yourself either centered below the boss (on top of the dragon's tail) or on the wings by the shoulder turrets (most of the wing area doesn't have a hitbox).&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2''' &lt;br /&gt;
&lt;br /&gt;
The behavior of rival racers is similar, so the race is still fairly easy to win, but boosting for the whole stage becomes more dangerous. It's harder to react to shots from the purple tanks, and the boss can corner you if the turrets use their fast-firing pattern. You may want to unboost and reboost before the boss to do the [[Shippu_Mahou_Daisakusen/Techniques#Manipulate_enemies_through_screen_scoll|screen scrolling manipulation strategy]] for extra safety.&lt;br /&gt;
&lt;br /&gt;
=== Air Circus (Stage 2A) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Kickle &amp;amp; Laycle, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bornnam, Chitta, Bul-Gin &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/EhGERTmTMsU Chitta, loop 1, kills boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/JW2ZZQdrZbI Bornnam, loop 1, uses opening bomb, times out boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/1RD9iSqlou4 Chitta, loop 2, uses 3 bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=91 Miyamoto, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=950 Gain, loop 2, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This race can be tough to win. Once the scrolling slows down for the boss fight, rivals will start to catch up to you and there's not much you can do if they pass you. &lt;br /&gt;
Boost aggressively to put distance between you and the rivals before the boss starts. Weak characters have a particularly hard time getting 1st, and might need to get a little lucky with enemy bullets taking out rival racers at the end.&lt;br /&gt;
&lt;br /&gt;
Depending on your overall tournament routing, this may be a good stage to not worry about your placement and try to make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start until enemies appear.&lt;br /&gt;
* Through the gem hallway near the start.&lt;br /&gt;
* Through the stop signs before the open-air section.&lt;br /&gt;
* At the end of the open-air section, up until the boss.&lt;br /&gt;
* After killing the boss, until enemies start spawning.&lt;br /&gt;
However, these are short boosts that may not be enough to get 1st place. &lt;br /&gt;
&lt;br /&gt;
Less obviously, you can safely '''maintain boost through the entire open-air section'''. Sit in the top left corner; the wizards will circle you but rarely fire. When the turtles appear, their first volley of shots will contain one aimed directly at you, which you can tap-dodge downwards, then get back in position. You will need to dodge two shots from the turtles. After the second one, get out of the corner before the stage wall pushes you downwards.&lt;br /&gt;
&lt;br /&gt;
There is a movement pattern (see demonstration videos) that allows you to maintain boost from the start of the stage, past the gem hallway, and up to the large formation of green wizards (where it's recommended you stop boosting and shoot the wizards for safety). After killing the last of the green wizards, you can boost again and carry it through the stop signs and open-air section, up to the boss.&lt;br /&gt;
&lt;br /&gt;
There are two approaches to '''the boss''':&lt;br /&gt;
* Maintain boost as much as possible until the boss times out. You'll need to briefly unboost and shoot when it fires the spread of destructible bullets.&lt;br /&gt;
* Kill the boss quickly, then try to find safe places to boost during the enemy rush afterwards. &lt;br /&gt;
In the enemy rush, the sections without any blue wizards are generally safe to boost in, since the turrets on the walls just shoot aimed bullets that can be misdirected. In the final section with the mix of green and blue wizards, it's reasonably safe just to stay still and let them fire around you. Even if you get bumped by something, it'll often happen after the end-of-stage invincibility has activated.&lt;br /&gt;
 &lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up faster, and the boost strategy for the open-air section no longer works due to changes in wizard behavior. The boss is a nightmare and will probably force you to dump multiple bombs. Incidentally, dumping multiple bombs is the only real way to fend off rivals when they catch up at the end. It's probably a bad idea to play this stage in the second loop anyways.&lt;br /&gt;
&lt;br /&gt;
=== Velmatic Ocean (Stage 2B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Nirvana&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Honest John, Kickle &amp;amp; Laycle, Bornnam&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/fs4MJ1i4C0c Honest John, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/hIrbtnXnuQg Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=926 Miyamoto, loop 2, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=910 Bornnam, loop 2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A relatively easy race to win. Rivals will steadily catch up to you if you aren't boosting, but the pirate ship section provides an easy boosting opportunity. Even weak characters can typically win the race as long as nobody pulls ahead at the start, which can be guaranteed with a successful opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
'''The pirate ship:''' The easiest and most important boost strategy for this stage. Around the middle, a pirate ship appears. As long as it is not fully destroyed, it will remain onscreen until the boss. Destroy all but one or two turrets, then boost while dodging the occasional aimed bullets. This alone is often enough to win the race.&lt;br /&gt;
&lt;br /&gt;
'''Through the cliff section:''' This is a little trickier. Start boosting after you pass the huts on the beach, and move to the top left corner. It remains safe here for a while, up until the two large black ships switch sides and the green tanks start coming from the cliffs. At this point, move downwards and start shooting (or bomb for safer passage).&lt;br /&gt;
&lt;br /&gt;
'''The boss:''' It's safe to boost for most of the fight, except for the arm-swinging attack that shoots a wide spread of destructible bullets. Switch to shooting when you see him wind up for it. &lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The stage is harder, but the race is still fairly easy. Rivals are a bit faster, and tend to catch up around the start of the pirate ship section if you don't boost before then, but that's exactly the point where you can start boosting safely.&lt;br /&gt;
&lt;br /&gt;
As with many bosses on the second loop, the arm-swinging attack now features a mix of destructible and normal bullets, so shooting through it no longer works. Instead, dodge it by flying close to the boss and staying directly centered under him. This is much harder, but on the plus side, it allows you to stay boosted for the entire fight.&lt;br /&gt;
&lt;br /&gt;
=== Outcast Castle (Stage 3A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Miyamoto, Bornnam, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bul-Gin, Kickle &amp;amp; Laycle, Chitta, Gain&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/-r9G61OLiGE Bul-Gin, loop 1, uses bomb in worm section]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/nqnnAnbSocQ Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/J7AMjtvKSW8?t=210 Miyamoto, loop 1, uses opening bomb]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is perhaps the easiest race to place well in consistently, due to the closing gates near the start of the level. Once you pass these gates, any rival racers that are behind you will be unable to catch up until the boss fight starts. If you can make it through the gates without anyone passing you, you can play the rest of the level (up to the boss) as slowly and safely as you want.&lt;br /&gt;
&lt;br /&gt;
If someone passes you at the start and you cross the gates in 2nd place or worse, you can attempt boost strategies to catch up, but you're probably better off using an opening bomb to avoid this altogether. You will only get a few chances to overtake rivals, and boosting through the worm section is very risky.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Learning how to boost through the '''opening section''' is worthwhile, as it can save you an opening bomb if you're lucky. You will need to find a pattern that lets you dodge the coffins and their aimed shots consistently. The behavior of the coffins is slightly influenced by scroll speed, so the easiest route might differ slightly per character.&lt;br /&gt;
&lt;br /&gt;
If you get past the gates in 1st, you don't need to boost for the remainder of the course, and can play it at whatever speed you're most comfortable with. Knowing how to boost through the course might be useful for catching up to rivals on unlucky runs, or for speedrunning.&lt;br /&gt;
&lt;br /&gt;
'''After the gates:''' You can just stay at the top of the screen and boost, but there's a risk that one of the purple enemies decides to shoot you from close range. There's seemingly not much you can do to mitigate this risk, other than trying to overlap them as they spawn to seal their bullets.&lt;br /&gt;
&lt;br /&gt;
'''The spinning buzzsaw:''' Boost down the right path, then stay at the top of the screen. On the first loop, the shots from the zombies generally don't go far enough up the screen to hit you, and if one does, they're slow enough to dodge  easily.&lt;br /&gt;
&lt;br /&gt;
'''The worm section:''' Boosting through here is dangerous. Be ready to bomb if needed. The idea is to stay in the upper right or upper left corner, and dodge the aimed shots from the coffins by moving up and down. Sometimes a worm will grab you, but they don't slow you down as much if boosting, so you can often pull away.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The gates still work the same way, so you can easily place 1st as long as you don't get passed at the start. Boost strategies are similar, except the zombie hallway is slightly more dangerous, and the worm section is a lot more dangerous. Cross Fire is probably a better pick for Stage 2-3 though, even if the race there is harder to win.&lt;br /&gt;
&lt;br /&gt;
=== Cross Fire (Stage 3B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Bul-Gin, Chitta, Kickle &amp;amp; Laycle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Miyamoto, Nirvana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/wT1cB2rnFps Miyamoto, loop 1, uses two bombs to hinder rivals]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/9fIy8_emw7o Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1028 Bornnam, loop 2, uses one bomb, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=985 Chitta, loop 2, uses two bombs, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1065 Gain, loop 2, uses two bombs, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Winning this stage often comes down to luck, even with an opening bomb. It's difficult to find places to boost in the section where the battleships are firing from both sides, and as a result, rivals tend to catch up near the end of that section. &lt;br /&gt;
&lt;br /&gt;
Fortunately, you can easily boost through the entire boss fight, but sometimes that's not enough to get past anyone who overtook you. If you do manage to make it to the boss in 1st place with no rivals onscreen, you're usually in the clear.&lt;br /&gt;
&lt;br /&gt;
If anyone overtakes you at the start, you'll likely get very few chances to pass them until you reach the boss.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
The safest places to get in boosts are:&lt;br /&gt;
* At the start, until enemies show up.&lt;br /&gt;
* After the first set of turrets, until the second set. The enemies that appear in between are static and fire straight downwards, so they are easy to avoid.&lt;br /&gt;
* After destroying the first wing, until more turrets show up.&lt;br /&gt;
* After destroying the second wing, through the boss, to the end of the stage.&lt;br /&gt;
You can extend the starting boost for longer (all the way up until the second set of turrets) by doing some risky dodges around the flying enemies at the start, and then streaming the shots from the first set of turrets.&lt;br /&gt;
&lt;br /&gt;
The boss is mostly harmless if you stay at the top of the screen and boost, although he has one attack where he backs up to do a charge, which can crush you. Try to move back and forth so that you're always in the opposite corner from the boss.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up even faster, and if you play it safe around the turrets, you get fewer opportunities to boost. However, the boss still provides a good opportunity to overtake rivals, so even if you can't get 1st, you can often place reasonably well. The dueling battleships section is very difficult to play at full speed without using at least one bomb, but you get two in the stage.&lt;br /&gt;
&lt;br /&gt;
=== Deeply Dungeon (Stage 4A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Bornnam, Kickle &amp;amp; Laycle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Gain, Honest John, Bul-Gin, Nirvana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/QJ5Jl3bTX1I Gain, loop 1, spinbomb racing to boost through entire stage except boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/Xg8cWc4QJUs Chitta, loop 2, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=344, Bornnam, loop 1]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=338 Miyamoto, loop 1, catches up from 3rd to 1st after boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=368 Gain, loop 1, catches up from 7th to 2nd after boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is an odd stage to race in. Opportunities to boost are limited at the start, and rivals will sometimes overtake you in the mid-to-late portions, or during the boss. However, rivals seem to move slower in the section after the boss, and you can often climb many places by boosting there. Though there's always an element of luck in overtaking rivals, it seems to be easier at the end of Deeply Dungeon compared to most other stages.&lt;br /&gt;
&lt;br /&gt;
Since this is a slow stage, the speed increase from boosting has a wider variance between characters, so the difficulty of placing well in the race also varies quite a bit. Weak characters may struggle even with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
It is possible to boost through the entire stage using [[Shippu_Mahou_Daisakusen/Techniques#Spinbomb_glitch|spinbomb racing]]. However, the opening section is very difficult due to the crushing walls and many enemies, and requires a precise route. The route will differ slightly between characters due to differences in boosting scroll speed.&lt;br /&gt;
&lt;br /&gt;
The more standard, safer places to boost are:&lt;br /&gt;
* After the opening section, when the worms come out of the pipes. Finding a consistent pattern to misdirect the worms may take some practice, and will depend somewhat on your character's boost speed. Carry the boost until enemies show up, after the first rush of water.&lt;br /&gt;
* After the first rush of water, take out the enemies, then boost past the eels that suck you towards them. The boost can be carried to up the boss. After the second rush of water, stay in the lower corner of the screen to avoid the shots from the eye enemies. For some characters, a worm will spawn from the pipes before the boss, but faster characters can avoid this.&lt;br /&gt;
* After killing the boss, you can boost through the entire enemy rush. The main threat is the small squid enemies, who will shoot aimed bullets at you; try to stay on the opposite side of the screen so you can react to their shots.&lt;br /&gt;
&lt;br /&gt;
You can maintain boost after the first rush of water and try to sneak past the group of enemies, but it's a bit risky.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The spinbomb racing strategy no longer works due to increased enemy health. The other boost strategies work, and in particular, you can still gain a lot of ground by boosting during the post-boss enemy rush. However, the boss is one of the most dangerous in the game, and racing in this stage runs the risk of having rivals catch up to you during the fight and cause chaos.&lt;br /&gt;
&lt;br /&gt;
If your goal is to win the loop 2 tournament, it's probably better to pick Cold Corridor as your Stage 2-4.&lt;br /&gt;
&lt;br /&gt;
=== Cold Corridor (Stage 4B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Honest John, Bul-Gin&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Nirvana, Miyamoto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/GgntegQQoUU Nirvana, loop 1, boosting through entire stage except boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/VloaY59Mkw8 Nirvana, loop 1, uses opening bomb, safer play]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/yA0m741LNvM Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/o8Rjw-73Sbc?t=359 Miyamoto, loop 1, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1150 Bornnam, loop 2, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?si=HALoD2MNQpDbAMJ1&amp;amp;t=1203 Miyamoto, loop 2, uses one bomb during stage, two on boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In this stage, once you get ahead of your rivals, they're unlikely to catch up. The opposite is also true, though - if rivals pull ahead, you'll likely only get a few opportunities to overtake them. Still, the race here is on the easier side as long as you're comfortable boosting through the opening section. Even if you don't use an opening bomb, rivals will often get taken out by enemy bullets at the start.&lt;br /&gt;
&lt;br /&gt;
The white orb monsters that spin and shoot a circular spread are the most dangerous part of the stage. Three appear at the start of the stage, and two appear shortly before the boss. You may want to '''intentionally slow down''' to deal with some of them. Boosting past them requires either good dodging reflexes or character-specific routing, since safespots are likely to depend on character boost speed.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
The key to winning this stage is boosting through the '''opening section''', up until the scrolling speed-up ends and the ice golems appear, at which point you can play it safe and start shooting if you're in 1st. You will need to find a route that deals with the white orb monsters in the opening section safely, which may differ depending on which character you play.&lt;br /&gt;
&lt;br /&gt;
Boosting through the entire section will work, but it's a bit risky. A slightly safer strategy is to boost past the first orb, then wall-brake to slow down before the next two orbs and kill them, then immediately resume boosting. If you start the race with an opening bomb, this brief slowdown probably won't be enough for rivals to catch up.&lt;br /&gt;
&lt;br /&gt;
You can carry your opening boost all the way up to the boss, if you want. Stay at the top of the screen during the section with the ice golems and rock-spitting monsters. The top right is recommended over the top left, as it's easier to safely sneak past the enemies during the transition to the zombie section. The white orb monsters are once again the main threat; you may want to brake to take out the two near the end of the stage.&lt;br /&gt;
&lt;br /&gt;
Killing '''the boss''' is recommended over boosting through it. The speed-up after killing the boss seems to make it significantly easier to overtake rivals. &lt;br /&gt;
&lt;br /&gt;
During the post-boss enemy rush, you are generally safe boosting in the top left corner. However, in rare cases, your boost might go off just as an ice golem is spawning and change its acceleration, which may allow it to snipe you.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Pretty similar racing-wise, and most strategies still work, but you might need to work out a new route for the opening section, due to the faster bullets and more durable enemies. Braking to take out the white orb monsters more safely may not work, depending on your character's weapon strength. Particularly, it seems hard to safely take out the two before the boss.&lt;br /&gt;
&lt;br /&gt;
=== Strato Storm (Stage 5A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Nirvana, Bul-Gin, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Chitta&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/BXS7TqlEgF8 Chitta, loop 1, uses 3 bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/txiRgQW39DA Chitta, loop 1, uses opening bomb and two bombs on boss, no boosting]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/q1rGxRGsrIc Chitta, loop 2, two bombs and one death on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=460 Miyamoto, loop 1, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=481 Bornnam, loop 1, uses 3 bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1296 Gain, loop 2, 4 bombs and one death, gets 2nd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to the high base speed of this stage, boosting doesn't have much of an effect on racing results. The stage seems to be designed so you can win (often by a rather wide margin) without boosting, as long as you maintain full unboosted speed. Boosting is still useful for manipulating enemy positions, as any speed changes in this stage tend to scroll enemies offscreen rapidly.&lt;br /&gt;
&lt;br /&gt;
However, this is one of the more difficult stages to maintain full speed in. The pink shots from the wizards will slow you down, and some enemies try to ram you later in the stage. If you accidentally get slowed, speeding back up can be dangerous due to the wild changes in enemy position that can occur.&lt;br /&gt;
&lt;br /&gt;
Rivals appear to get a burst of speed near the start of the stage, allowing them to possibly overtake you, but then slow down for the rest.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
'''The wizards''': After taking out the five planes near the start, boost as the first wizards appear. It will scroll the wizards offscreen, and counteract the effect of the pink shots a little. Stop boosting when the second set of wizards appears to take them out.&lt;br /&gt;
&lt;br /&gt;
'''After the wizards:''' Beyond the third set of wizards, there are a number of bulky ships that shoot aimed shots. You can boost through this section, but it requires learning where the bulky ships spawn so you can circle them safely.&lt;br /&gt;
&lt;br /&gt;
Boosting during the section with the ramming ships and the planes is not recommended. The planes are very dangerous if left alive.&lt;br /&gt;
&lt;br /&gt;
'''After the boss:''' More ramming ships appear. It's a bit risky, but you can boost through here. Maintain distance from the ramming ships and lead them around the screen to give yourself space to dodge their downwards shots. If you just stay at the top of the screen and let yourself get bumped around, there's a chance you'll get bumped into some bullets.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
While you can still win by maintaining full speed throughout the stage, it's much more difficult and risky to do so, due to the tankier enemies and faster-firing wizards. This may be a good place to lose the race and take things slowly.&lt;br /&gt;
&lt;br /&gt;
=== Forest of Dead! (Stage 5B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Bornnam, Honest John, Miyamoto&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Kickle &amp;amp; Laycle, Bul-Gin, Chitta&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/wGPLwLERNmA Kickle &amp;amp; Laycle, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/pJ1fu55A0mM Chitta, loop 2, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm17800701?from=462 Chitta, loop 1, uses bomb on boss, full speed play but places 2nd]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=1281 Miyamoto, loop 2, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1256 Bornnam, loop 2, multiple deaths and bombs but places 1st]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is another track where if you pull into 1st and maintain full unboosted speed, rivals are unlikely to catch up, but conversely, it's hard to overtake rivals who pull ahead of you. Safe boost opportunities are limited before the coffin section.&lt;br /&gt;
&lt;br /&gt;
Like Cold Corridor and Deeply Dungeon, the scrolling speed increases after you beat the boss, but unlike those two tracks, this doesn't seem particularly useful for catching up with rivals. If you need to catch up, boosting through the boss fight seems to give you more chances.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
One can carry a boost from the start of the stage to the beginning of the eye section. If you stay at the top of the screen, the gun ghouls won't fire. After the third gun ghoul, move to the bottom to safely dodge the wizard shots.&lt;br /&gt;
&lt;br /&gt;
'''The eye section:''' Boosting here is very risky, but can be done if you're willing to bomb when things go wrong. The idea is to lead the eyes in a circle around the screen, but their random spawn positions and erratic splitting behavior makes this difficult to set up. You also have to contend with the lantern ghosts. Stop boosting after the eye section ends, before the wizard trio shows up.&lt;br /&gt;
&lt;br /&gt;
'''The coffin:''' The movement of the lantern ghosts is static, so you can follow a set path to boost through this section without getting trapped. Start boosting in the graveyard before the coffin shows up, and circle the screen with the right timing to avoid its shots. Alternatively, you can kill the lantern ghosts and open the coffin, then boost and dodge the vampire by circling it.&lt;br /&gt;
&lt;br /&gt;
'''The boss:''' You can boost through the entire fight safely. The enemy section after killing the boss is tricky to boost through due to the lantern ghosts. There's a speed-up after the boss, but you have to slow down to shoot the boss, so whether this is any faster likely depends on how quickly your character can kill the boss, and is probably only relevant for speedrunning.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The dynamic of the race is similar to the first loop: once you get ahead, rivals are unlikely to catch up as long as you maintain full unboosted speed. However, the eye section is very difficult and risky to play at full speed due to the random spawn positions of the eyes and their aggressive homing movement. Unless you're comfortable with this section at full speed, this is likely a race you'll want to play slow for safety reasons.&lt;br /&gt;
&lt;br /&gt;
The bats in this stage shoot aimed bullets when destroyed. When boosting at the start, be careful not to bump into them too much or you'll bump-kill one and likely die. Rival racers can sometimes also bump-kill or shoot the bats, sending a bullet your way.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom Grandprix (Stage 6A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Kickle &amp;amp; Laycle, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None really (but Chitta, Miyamoto, Bornnam have the lowest stats)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/ATGxnaRG3H4 Chitta, loop 1, kills boss, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/p4vlD0gQtko Chitta, loop 1, uses opening bomb, more aggressive boosting, boosts through boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/u_s_oILMCyA Chitta, loop 2, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=618 Bornnam, loop 1, kills boss, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=580 Chitta, loop 1, boosts through boss, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=598 Miyamoto, loop 1, kills boss, one death and three bombs on boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There aren't many safe places to boost in this stage, and as a result, rivals will often overtake you partway through. The boss fight provides a lengthy boost opportunity though, as long as you're willing to sacrifice the huge point gains from killing Bashinet-R and his green goons. This dynamic of falling behind mid-race and catching up at the end makes it a bit random to place 1st. Hopefully the tournament is already decided in your favor at this point.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Most parts before the boss are too tight and choked with enemies to boost in, but there are a handful of small boosting opportunities:&lt;br /&gt;
* At the start, you can carry your boost through the first set or two of enemies, although it's a bit risky.&lt;br /&gt;
* After the two sets of wizards, boost through the winding corridor while watching out for the side tanks. When the corridor opens up, kill the wizards and spinning ships that appear, then resume boosting. When another spinning ship appears, kill it, then resume boosting, up until the fork in the path.&lt;br /&gt;
* During the wide-open section with the orange background, after the two silver robots spawn, you can boost up until the end of the orange section. You may want to kill the small flying tank first, as if you leave it alive, there's a chance it will come back onscreen and shoot you.&lt;br /&gt;
The main place to get your boosts in is '''the boss fight'''. After the warning text, the fight opens with a rush of green mini-Bashinets. Boosting in the top corners of the screen is safe; you'll sometimes get bumped around but it shouldn't kill you. However, make sure you don't press against the walls, because you'll get caught in the gaps made by the mini-Bashinets and pushed off the screen.&lt;br /&gt;
&lt;br /&gt;
Bashinet-R can be boosted through until he times out and flies away. If you're comfortable with Bashinet-R's attacks, this might even be easier than killing him, as you don't have to deal with the fireball spam desperation phase. However, you get a lot of points for killing him (as well as the green mini-Bashinets) so it might be hard to reach the 600,000 point extend if you choose to boost here.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The stage doesn't seem significantly harder outside of the boss, but finding good boost spots is just as tough, and rivals will catch up faster. As in the first loop, the race is likely to come down to how many rivals you can overtake by boosting during the boss.&lt;br /&gt;
&lt;br /&gt;
=== Yashiki of Ninja (Stage 6B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Miyamoto, Bornnam&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None really (but Nirvana and Bul-Gin have the lowest stats)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/iu5RCm5Huo8 Nirvana, loop 1, one death on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/atGOuHZ0WcU Chitta, loop 2, one death and four bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm17800504?from=627 Kickle &amp;amp; Laycle, loop 1, one bomb during stage, one death and four bombs on boss, gets 2nd]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1367 Bornnam, loop 2, one bomb during stage, one death and four bombs on boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While this memorization gauntlet is one of the more difficult stages to learn, and has a ridiculous boss, the racing side of things isn't too bad. It's similar to Forest of Dead! or Cold Corridor, where it's easy to stay ahead of rivals once you pull into 1st, but hard to catch up with anyone who overtakes you. If you're willing to spend an opening bomb to knock everyone out at the start, you can probably take 1st just by maintaining full speed whenever you aren't boosting.&lt;br /&gt;
&lt;br /&gt;
Rivals will start to catch up with you during the boss fight, and may overtake you if you get slowed down for too long (from forgetting to reaccelerate after a death, for example). If anyone passes you, the post-boss escape section gives you one last chance to catch up.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Many sections of this stage are arguably easier to boost through than to play normally. You can boost through:&lt;br /&gt;
* The bridge section near the start, by staying at the top.&lt;br /&gt;
* The section after the treasure chests with the jumping ninjas, by staying in the top right corner.&lt;br /&gt;
* The section with the spinning pole enemies. There is a safespot, roughly centered inside the speedometer. Experiment with your character to find a visual cue for the right positioning.&lt;br /&gt;
* The section before the boss with the large ninja statues, by staying at the top.&lt;br /&gt;
* The escape section after beating the boss.&lt;br /&gt;
Most other sections are dangerous, usually due to the little doll enemies that shoot aimed bullets, and stay onscreen for quite a while if you don't kill them. There's also the section where enemies jump out of the floorboards, which seems easier if you stop to kill some of the enemies.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The boost routing and racing dynamics are basically the same, but several parts of the stage are much harder.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds Tower (Stage 6C) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Miyamoto, Nirvana, Bul-Gin&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None really (but Gain, Kickle &amp;amp; Laycle, and Honest John have the lowest stats)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/lnQ-2RMEvOQ Kickle &amp;amp; Laycle, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/sFlDMG9gwK0 Chitta, loop 2, rock despawn glitch]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/Gf5H0qsCOWs Nirvana, loop 2, uses bomb in rock section]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/gbZgmu8O5ks?t=525 Miyamoto, loop 1, uses two bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1430 Gain, loop 2, two deaths and four bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=1318 Chitta, loop 2, two deaths and five bombs]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is another stage where it's fairly easy to stay ahead of rivals, but hard to catch up to rivals that overtake you. That's assuming you can stay at full speed, which may be difficult during the section with the falling rocks and homing missiles. Boosting through this section is very difficult and chaotic, and using at least one bomb is recommended if you attempt it. If going unboosted, watch your speed and reaccelerate after you get bumped.&lt;br /&gt;
&lt;br /&gt;
It is sometimes possible to '''despawn the rock generator''', which makes the rock section significantly easier to do while boosting. The conditions for this are unconfirmed, but it seems more likely to occur if you avoid collecting the Homing powerup that appears shortly before the rocks begin spawning.{{unconfirmed}} &lt;br /&gt;
&lt;br /&gt;
After the opening section, the scrolling slows down slightly, and rivals will steadily catch up to you if you don't boost. Fortunately, if you use an opening bomb, you'll usually be able to gain enough distance to avoid anyone making a comeback.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
One can boost through the entire '''opening section''' by dancing around the various streams of aimed bullets, and this is recommended to put as much distance as possible between you and your opponents before the slower middle section. The boost can be carried up until the rocks start falling.&lt;br /&gt;
&lt;br /&gt;
The '''falling rock section''' can be boosted through, but it's hard to consistently dodge the homing missiles while being bumped around by rocks. Typically, it is not too bad to dodge the first set of missiles, but the second and third sets come in quick succession and may pin you in a corner; this is a good place to bomb, which will take out the fourth missle launcher, leaving only the fifth and final one to dodge.&lt;br /&gt;
&lt;br /&gt;
The '''ramming ship section''' is a bit safer, but still tricky due to the two enemies that fire streams of aimed bullets. Stay on one side of the screen, around the middle vertically, to lure the ramming ships to the side while giving you some free space below. When the aimed bullets start, you should be able to circle the screen without getting blocked by a ramming ship. After the aimed bullet enemies leave, start shooting so you can clear out the screen before the next section.&lt;br /&gt;
&lt;br /&gt;
The final section before the boss with the two airships is dangerous to boost through. Kill the airships as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For '''the boss''', take out the upper side turrets, which fire the boss's only dangerous attack, then boost for the rest of the fight. The missiles can be avoided by circling the screen, and the fireballs and laser can be avoided by going above them.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The racing dynamics are similar, except rivals catch up faster, so more aggressive boosting may be needed to stay in 1st. &lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum and minimum unboosted speed values for each section of each stage. Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This is why boosting has a more significant effect on slow stages.&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed '''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37733</id>
		<title>Shippu Mahou Daisakusen/Racing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37733"/>
		<updated>2026-04-08T15:36:49Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Stage 5A and 5B strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players [[Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberately ignore it]] and go slow to make the game easier. However, successful racing is needed to reach the second loop (you must win the first loop tournament) and to see each character's 1st place ending. While the 1st place ending is the same across both loops, it's a little disappointing to get a bad ending after a successful 2-ALL, so you may want to race in the second loop as well. Plus, racing is fun!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Racing difficulty is not only highly variable per stage and character, but you are at the mercy of the random behavior of rival racers. For example, boosting at the start of the first stage will sometimes launch you ahead of all the other racers, but other times, a rival or two will quickly blast off the top of the screen at high speed and put you in 2nd or 3rd.&lt;br /&gt;
&lt;br /&gt;
Furthermore, even if you boost for the entire race, you may not win if the dreaded '''&amp;quot;repeated pull-away&amp;quot;''' occurs. Every time a rival exits the top of the screen, they gain a burst of speed and it will take at least a few seconds to catch up to them. If you're unlucky, the moment you scroll the rival back onscreen, they will '''immediately pull away''' and exit the top of the screen again, getting another burst of speed. Sometimes this repeats for the entire race and you are forced to take 2nd place (or worse). The only way to counteract this is by bombing the rival during the brief window where they appear at the top of the screen, which may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Despite this, it's possible to consistently win the first loop tournament by a pretty wide margin. Races in the second loop tournament are more difficult, but you can often scrape together enough points to win with some luck and risky play.&lt;br /&gt;
&lt;br /&gt;
Your main tools for winning races are '''boosting''' and '''bombing'''. It's also vital to '''manage your acceleration''' so that you remain at top speed when not boosting.&lt;br /&gt;
&lt;br /&gt;
=== Boosting ===&lt;br /&gt;
&lt;br /&gt;
Recall that if you hold down the fire button for a few seconds, you will stop shooting and get a burst of speed. You can't be slowed down in this state (even if you are bumped, or attempt to use the back or wall brake) and will exceed the normal maximum speed for the stage. &lt;br /&gt;
&lt;br /&gt;
Your performance in races '''mostly depends on how much you boost'''. While rival racers can screw you over as described above, good boost routing will typically get you 1st or 2nd place in most races, at least in the first loop.&lt;br /&gt;
&lt;br /&gt;
Speed while boosting is affected by four factors:&lt;br /&gt;
* The current stage (boosting has a stronger effect on slow stages like Outcast Castle or Deeply Dungeon)&lt;br /&gt;
* Your character choice (each character has different boost stats for each stage)&lt;br /&gt;
* Your bomb count (having less than 4 bombs gives a boost bonus, and having more than 4 gives a boost penalty)&lt;br /&gt;
* Your main shot power level (each power level grants a very slight increase to boost speed)&lt;br /&gt;
&lt;br /&gt;
Boosting can increase speed by up to ~1.67x in the best case (slow stage and max strength boost); a more typical increase is 1.25x. There are extremely rare cases where it will have no effect on speed (weak character stats, minimum shot power, and 7 or more bombs).&lt;br /&gt;
&lt;br /&gt;
For the most part, you don't need to know or worry about the details of boost speed mechanics to win races; the important thing is to boost as much as you can without sacrificing safety. However, understanding the mechanics helps explain why certain characters have a harder time winning certain stages, or why small variances in time can occur even when boosting through an entire stage. See the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section for the precise internal values related to speed and boosting.&lt;br /&gt;
&lt;br /&gt;
=== Bombing ===&lt;br /&gt;
&lt;br /&gt;
Hitting rival racers with a bomb will knock them off the bottom of the screen, and they'll typically take a while to make a comeback, if they do at all. (Though, annoyingly, in some cases they seem to appear back on screen immediately.)&lt;br /&gt;
&lt;br /&gt;
An [[Shippu_Mahou_Daisakusen/Techniques#Opening_bomb|opening bomb]] can essentially guarantee a race win on certain courses. This is your main defense against the repeated pull-away problem; prevent them from pulling away in the first place.&lt;br /&gt;
&lt;br /&gt;
Bombs can also prevent rivals from sneaking ahead mid-race, but using a bomb to take out one or two rivals may be a bit of a waste.&lt;br /&gt;
&lt;br /&gt;
Since bombs are also very useful for survival, you may want to try to win races with boosting only at first, and save your bombs for if you start falling behind in points due to bad luck. On the other hand, you may prefer to build up a buffer of points by using bombs to guarantee wins on the easier courses.&lt;br /&gt;
&lt;br /&gt;
=== Managing acceleration ===&lt;br /&gt;
&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|thumb|220px]]&lt;br /&gt;
When boosting, you will quickly accelerate to your top speed and remain there until you stop boosting. When not boosting (for example, to kill enemies for safety) it's important to manage your acceleration so you stay at the maximum unboosted speed. Rivals will quickly overtake you if you race at suboptimal speeds.&lt;br /&gt;
&lt;br /&gt;
Recall that your character accelerates when in top half of the screen (see diagram). However, once your character reaches the maximum unboosted speed, you can position yourself ''anywhere on the screen'' and maintain your speed. So it's not necessary to stay in the top half at all times, you can just dip in there for long enough to reach the max.&lt;br /&gt;
&lt;br /&gt;
If you get bumped, touch a wall, or touch the back of the screen while not boosting, you will lose speed. Some hazards also lower your speed (e.g. bubbles in Deeply Dungeon, pink wizard shots in Strato Storm). &lt;br /&gt;
If you lose speed by accident, make sure to regain it as quickly as possible. If moving into the top half of the screen is unsafe, you can also stay where you are and charge a boost. Boosting causes you to accelerate very quickly, and you can release the boost as soon as you're at max speed again.&lt;br /&gt;
&lt;br /&gt;
In general, if your goal is to win races, you almost never want to intentionally brake. Most parts of the first loop can be played comfortably at the max unboosted speed once you are familiar with stage layouts and enemy behavior. The second loop has a few sections that are extremely difficult without slowing down, so you may have to plan to lose those races and make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Bumping ===&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Techniques#Manual_rival_knockbacks|Bumping rival racers]] is sometimes useful, though not especially reliable. Ensure you are boosting while you bump rivals so you don't lose speed from the bumping.&lt;br /&gt;
&lt;br /&gt;
At the start of each race, boost and bump the second-place racer downwards. If you're lucky, they'll fall behind and place poorly. This isn't really useful for winning individual races, but is helpful for winning the tournament, as it spreads out rival point gains.&lt;br /&gt;
&lt;br /&gt;
When rivals are near the bottom of the screen, you can sometimes bump them off the bottom, which may cause them to lose speed and fall far behind (similar to how exiting the top of the screen gives them a burst of speed). &lt;br /&gt;
&lt;br /&gt;
== Character strengths and weaknesses ==&lt;br /&gt;
&lt;br /&gt;
When not boosting, all characters share the same maximum speed, defined by which section of the current stage you're in. However, the maximum speed while boosting varies based on both the stage and character. Each character has stages they're &amp;quot;strong&amp;quot; at (good boost speed) and stages they're &amp;quot;weak&amp;quot; at (bad boost speed).&lt;br /&gt;
&lt;br /&gt;
The raw values for each character are documented in the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section of this article, but they don't tell the full story, because boosting has a more significant effect on slower stages. &lt;br /&gt;
&lt;br /&gt;
For example, Gain has a base boost speed of 32 (the worst possible) on Deeply Dungeon, while Bornnam has a base boost speed of 128 (the best possible). The max unboosted speed for the stage is 192, so this means (ignoring other factors) Gain will boost at 224 speed and Bornnam will boost at 320 speed. That means Gain's boost only increases speed by ~1.17x, while Bornnam's boost increases speed by ~1.67x. It is significantly harder to win the race with Gain than with Bornnam as a result.&lt;br /&gt;
&lt;br /&gt;
By contrast, Chitta has 32 on Strato Storm, and Nirvana has 128. The max unboosted speed is 1280, so Chitta will boost at 1312 (1.025x) and Nirvana will boost at 1408 (1.10x). The difference in speed increase is much smaller and as a result Chitta doesn't really suffer much from her poor boost stat here.&lt;br /&gt;
&lt;br /&gt;
For this reason, the tables below rank the character's strengths and weaknesses based on &amp;quot;boost efficiency&amp;quot;: how close the character's boosted speed is to the optimal boost, expressed as a percentage. In the examples above, Bornnam and Nirvana have 100% efficiency, while Gain has 70% efficiency (224/320) and Chitta has ~93.2% efficiency (1312/1408). &lt;br /&gt;
&lt;br /&gt;
The boost efficiency for the character is listed beside each stage name. Efficiency below 90% tends to make it noticeably harder to win the race. &lt;br /&gt;
&lt;br /&gt;
Note: For speedrun purposes, the raw max boost speed may be a more useful metric than boost efficiency, which is meant to measure potential for taking 1st place in races.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Gain-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (97.7%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (70%)&lt;br /&gt;
* '''Outcast Castle''' (87.5%)&lt;br /&gt;
* Cold Corridor (90%)&lt;br /&gt;
* Forest of Dead! (90.6%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Chitta !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Chitta-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Cross Fire (98.6%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Deeply Dungeon (95%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (83.3%)&lt;br /&gt;
* '''Forest of Dead!''' (87.5%)&lt;br /&gt;
* '''Air Circus''' (89.6%)&lt;br /&gt;
* Strato Storm (93.2%)&lt;br /&gt;
|-&lt;br /&gt;
! Miyamoto !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Miyamoto-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Forest of Dead! (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
* Air Circus (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (87.5%)&lt;br /&gt;
* Deeply Dungeon (90%)&lt;br /&gt;
* Cross Fire (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Bornnam !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bornham-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (87.5%)&lt;br /&gt;
* Velmatic Ocean (90%)&lt;br /&gt;
|-&lt;br /&gt;
! Nirvana !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Nirvana-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (85%)&lt;br /&gt;
* '''Cold Corridor''' (85%)&lt;br /&gt;
* Outcast Castle (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Kickle &amp;amp; Laycle !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Kickleandlaycle-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Cross Fire (97.2%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (79.2%)&lt;br /&gt;
* '''Forest of Dead!''' (81.3%)&lt;br /&gt;
* '''Velmatic Ocean''' (87.5%)&lt;br /&gt;
* Cold Corridor (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Honest John !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Honestjohn-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (98.9%)&lt;br /&gt;
* Air Circus (97.9%)&lt;br /&gt;
* Outcast Castle (95.8%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (75%)&lt;br /&gt;
* '''Velmatic Ocean''' (85%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Bul-Gin !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bul-gin-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
* Cold Corridor (97.5%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (75%)&lt;br /&gt;
* '''Deeply Dungeon''' (80%)&lt;br /&gt;
* '''Forest of Dead''' (84.4%)&lt;br /&gt;
* Air Circus (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Individual stage strategy ==&lt;br /&gt;
&lt;br /&gt;
This section describes strategies for placing 1st in each race. On easier courses, or courses where your character has a strong boost, some of the strategies may not be needed to win. Experiment with your character and incorporate the strategies you feel comfortable with. Videos of successful race wins and demonstrations of boosting strategies are included.&lt;br /&gt;
&lt;br /&gt;
It's important to note that you cannot ''guarantee'' 1st place without spending bombs. There's always a chance that a rival will launch ahead of you at the start of the race and stay ahead the entire time. However, even in such unlucky cases, you'll usually at least be able to take 2nd or 3rd and pick up some points. 1st place can often be guaranteed with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, this section assumes you are always going at full speed when not boosting, i.e., no intentional braking to make stage sections easier (and recovering as soon as possible if you accidentally lose speed). Full speed play is the foundation on which you build race wins with boosts and bombs.&lt;br /&gt;
&lt;br /&gt;
=== Basalna City (Stage 1) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
(All characters have equal boost stats for this stage)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/D6aHFJZEhBU Chitta, loop 1, boosting through entire stage]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/_-mhhSQ7KfI Chitta, loop 2, slower strats, boss screen scroll manipulation]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/rV_ki0v47-4?t=19 Chitta, loop 1, a fairly standard run with safe boosting]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is one of the easiest races to win. Once you get ahead of the rival racers, they generally won't be able to catch up as long as you're going at max speed (boosted or unboosted).&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you can get ahead of everyone by boosting at the start, then take it easy for the rest of the race. Sometimes a few racers will pass you at the start, though. You have two options to deal with this:&lt;br /&gt;
* Use an opening bomb to prevent it entirely. This all but guarantees a win, unless your bomb misses some racers and they pull ahead.&lt;br /&gt;
* Boost as much as possible, and hope you overtake everyone that passed you. Sometimes you won't manage 1st if your luck is bad, but this saves a bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start of the stage, until the first dangerous enemies show up.&lt;br /&gt;
* Around when Carpet appears, until dangerous enemies appear again.&lt;br /&gt;
* Shortly before the insect-shaped ship shows up, until the boss. The insect ship is harmless, and the only other threat is a skull ship, which you can fly above (they can only shoot downwards).&lt;br /&gt;
However, the entire stage, including the boss, can be boosted through if needed. &lt;br /&gt;
You'll need to learn where the enemies spawn and where they tend to shoot. If you stay at the top of the screen, the skull ships can only hurt you if they bump you downwards as they're spawning, so the main threat is the purple tanks that fire in your direction. The top left corner is safe most of the time, but not always.&lt;br /&gt;
&lt;br /&gt;
The boss has two attacks: shoulder turrets that fire aimed bullets, and side turrets that shoot a dense spread of destructible bullets. To dodge the destructible bullets while boosting, position yourself either centered below the boss (on top of the dragon's tail) or on the wings by the shoulder turrets (most of the wing area doesn't have a hitbox).&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2''' &lt;br /&gt;
&lt;br /&gt;
The behavior of rival racers is similar, so the race is still fairly easy to win, but boosting for the whole stage becomes more dangerous. It's harder to react to shots from the purple tanks, and the boss can corner you if the turrets use their fast-firing pattern. You may want to unboost and reboost before the boss to do the [[Shippu_Mahou_Daisakusen/Techniques#Manipulate_enemies_through_screen_scoll|screen scrolling manipulation strategy]] for extra safety.&lt;br /&gt;
&lt;br /&gt;
=== Air Circus (Stage 2A) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Kickle &amp;amp; Laycle, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bornnam, Chitta, Bul-Gin &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/EhGERTmTMsU Chitta, loop 1, kills boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/JW2ZZQdrZbI Bornnam, loop 1, uses opening bomb, times out boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/1RD9iSqlou4 Chitta, loop 2, uses 3 bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=91 Miyamoto, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=950 Gain, loop 2, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This race can be tough to win. Once the scrolling slows down for the boss fight, rivals will start to catch up to you and there's not much you can do if they pass you. &lt;br /&gt;
Boost aggressively to put distance between you and the rivals before the boss starts. Weak characters have a particularly hard time getting 1st, and might need to get a little lucky with enemy bullets taking out rival racers at the end.&lt;br /&gt;
&lt;br /&gt;
Depending on your overall tournament routing, this may be a good stage to not worry about your placement and try to make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start until enemies appear.&lt;br /&gt;
* Through the gem hallway near the start.&lt;br /&gt;
* Through the stop signs before the open-air section.&lt;br /&gt;
* At the end of the open-air section, up until the boss.&lt;br /&gt;
* After killing the boss, until enemies start spawning.&lt;br /&gt;
However, these are short boosts that may not be enough to get 1st place. &lt;br /&gt;
&lt;br /&gt;
Less obviously, you can safely '''maintain boost through the entire open-air section'''. Sit in the top left corner; the wizards will circle you but rarely fire. When the turtles appear, their first volley of shots will contain one aimed directly at you, which you can tap-dodge downwards, then get back in position. You will need to dodge two shots from the turtles. After the second one, get out of the corner before the stage wall pushes you downwards.&lt;br /&gt;
&lt;br /&gt;
There is a movement pattern (see demonstration videos) that allows you to maintain boost from the start of the stage, past the gem hallway, and up to the large formation of green wizards (where it's recommended you stop boosting and shoot the wizards for safety). After killing the last of the green wizards, you can boost again and carry it through the stop signs and open-air section, up to the boss.&lt;br /&gt;
&lt;br /&gt;
There are two approaches to '''the boss''':&lt;br /&gt;
* Maintain boost as much as possible until the boss times out. You'll need to briefly unboost and shoot when it fires the spread of destructible bullets.&lt;br /&gt;
* Kill the boss quickly, then try to find safe places to boost during the enemy rush afterwards. &lt;br /&gt;
In the enemy rush, the sections without any blue wizards are generally safe to boost in, since the turrets on the walls just shoot aimed bullets that can be misdirected. In the final section with the mix of green and blue wizards, it's reasonably safe just to stay still and let them fire around you. Even if you get bumped by something, it'll often happen after the end-of-stage invincibility has activated.&lt;br /&gt;
 &lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up faster, and the boost strategy for the open-air section no longer works due to changes in wizard behavior. The boss is a nightmare and will probably force you to dump multiple bombs. Incidentally, dumping multiple bombs is the only real way to fend off rivals when they catch up at the end. It's probably a bad idea to play this stage in the second loop anyways.&lt;br /&gt;
&lt;br /&gt;
=== Velmatic Ocean (Stage 2B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Nirvana&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Honest John, Kickle &amp;amp; Laycle, Bornnam&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/fs4MJ1i4C0c Honest John, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/hIrbtnXnuQg Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=926 Miyamoto, loop 2, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=910 Bornnam, loop 2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A relatively easy race to win. Rivals will steadily catch up to you if you aren't boosting, but the pirate ship section provides an easy boosting opportunity. Even weak characters can typically win the race as long as nobody pulls ahead at the start, which can be guaranteed with a successful opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
'''The pirate ship:''' The easiest and most important boost strategy for this stage. Around the middle, a pirate ship appears. As long as it is not fully destroyed, it will remain onscreen until the boss. Destroy all but one or two turrets, then boost while dodging the occasional aimed bullets. This alone is often enough to win the race.&lt;br /&gt;
&lt;br /&gt;
'''Through the cliff section:''' This is a little trickier. Start boosting after you pass the huts on the beach, and move to the top left corner. It remains safe here for a while, up until the two large black ships switch sides and the green tanks start coming from the cliffs. At this point, move downwards and start shooting (or bomb for safer passage).&lt;br /&gt;
&lt;br /&gt;
'''The boss:''' It's safe to boost for most of the fight, except for the arm-swinging attack that shoots a wide spread of destructible bullets. Switch to shooting when you see him wind up for it. &lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The stage is harder, but the race is still fairly easy. Rivals are a bit faster, and tend to catch up around the start of the pirate ship section if you don't boost before then, but that's exactly the point where you can start boosting safely.&lt;br /&gt;
&lt;br /&gt;
As with many bosses on the second loop, the arm-swinging attack now features a mix of destructible and normal bullets, so shooting through it no longer works. Instead, dodge it by flying close to the boss and staying directly centered under him. This is much harder, but on the plus side, it allows you to stay boosted for the entire fight.&lt;br /&gt;
&lt;br /&gt;
=== Outcast Castle (Stage 3A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Miyamoto, Bornnam, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bul-Gin, Kickle &amp;amp; Laycle, Chitta, Gain&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/-r9G61OLiGE Bul-Gin, loop 1, uses bomb in worm section]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/nqnnAnbSocQ Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/J7AMjtvKSW8?t=210 Miyamoto, loop 1, uses opening bomb]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is perhaps the easiest race to place well in consistently, due to the closing gates near the start of the level. Once you pass these gates, any rival racers that are behind you will be unable to catch up until the boss fight starts. If you can make it through the gates without anyone passing you, you can play the rest of the level (up to the boss) as slowly and safely as you want.&lt;br /&gt;
&lt;br /&gt;
If someone passes you at the start and you cross the gates in 2nd place or worse, you can attempt boost strategies to catch up, but you're probably better off using an opening bomb to avoid this altogether. You will only get a few chances to overtake rivals, and boosting through the worm section is very risky.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Learning how to boost through the '''opening section''' is worthwhile, as it can save you an opening bomb if you're lucky. You will need to find a pattern that lets you dodge the coffins and their aimed shots consistently. The behavior of the coffins is slightly influenced by scroll speed, so the easiest route might differ slightly per character.&lt;br /&gt;
&lt;br /&gt;
If you get past the gates in 1st, you don't need to boost for the remainder of the course, and can play it at whatever speed you're most comfortable with. Knowing how to boost through the course might be useful for catching up to rivals on unlucky runs, or for speedrunning.&lt;br /&gt;
&lt;br /&gt;
'''After the gates:''' You can just stay at the top of the screen and boost, but there's a risk that one of the purple enemies decides to shoot you from close range. There's seemingly not much you can do to mitigate this risk, other than trying to overlap them as they spawn to seal their bullets.&lt;br /&gt;
&lt;br /&gt;
'''The spinning buzzsaw:''' Boost down the right path, then stay at the top of the screen. On the first loop, the shots from the zombies generally don't go far enough up the screen to hit you, and if one does, they're slow enough to dodge  easily.&lt;br /&gt;
&lt;br /&gt;
'''The worm section:''' Boosting through here is dangerous. Be ready to bomb if needed. The idea is to stay in the upper right or upper left corner, and dodge the aimed shots from the coffins by moving up and down. Sometimes a worm will grab you, but they don't slow you down as much if boosting, so you can often pull away.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The gates still work the same way, so you can easily place 1st as long as you don't get passed at the start. Boost strategies are similar, except the zombie hallway is slightly more dangerous, and the worm section is a lot more dangerous. Cross Fire is probably a better pick for Stage 2-3 though, even if the race there is harder to win.&lt;br /&gt;
&lt;br /&gt;
=== Cross Fire (Stage 3B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Bul-Gin, Chitta, Kickle &amp;amp; Laycle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Miyamoto, Nirvana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/wT1cB2rnFps Miyamoto, loop 1, uses two bombs to hinder rivals]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/9fIy8_emw7o Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1028 Bornnam, loop 2, uses one bomb, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=985 Chitta, loop 2, uses two bombs, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1065 Gain, loop 2, uses two bombs, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Winning this stage often comes down to luck, even with an opening bomb. It's difficult to find places to boost in the section where the battleships are firing from both sides, and as a result, rivals tend to catch up near the end of that section. &lt;br /&gt;
&lt;br /&gt;
Fortunately, you can easily boost through the entire boss fight, but sometimes that's not enough to get past anyone who overtook you. If you do manage to make it to the boss in 1st place with no rivals onscreen, you're usually in the clear.&lt;br /&gt;
&lt;br /&gt;
If anyone overtakes you at the start, you'll likely get very few chances to pass them until you reach the boss.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
The safest places to get in boosts are:&lt;br /&gt;
* At the start, until enemies show up.&lt;br /&gt;
* After the first set of turrets, until the second set. The enemies that appear in between are static and fire straight downwards, so they are easy to avoid.&lt;br /&gt;
* After destroying the first wing, until more turrets show up.&lt;br /&gt;
* After destroying the second wing, through the boss, to the end of the stage.&lt;br /&gt;
You can extend the starting boost for longer (all the way up until the second set of turrets) by doing some risky dodges around the flying enemies at the start, and then streaming the shots from the first set of turrets.&lt;br /&gt;
&lt;br /&gt;
The boss is mostly harmless if you stay at the top of the screen and boost, although he has one attack where he backs up to do a charge, which can crush you. Try to move back and forth so that you're always in the opposite corner from the boss.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up even faster, and if you play it safe around the turrets, you get fewer opportunities to boost. However, the boss still provides a good opportunity to overtake rivals, so even if you can't get 1st, you can often place reasonably well. The dueling battleships section is very difficult to play at full speed without using at least one bomb, but you get two in the stage.&lt;br /&gt;
&lt;br /&gt;
=== Deeply Dungeon (Stage 4A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Bornnam, Kickle &amp;amp; Laycle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Gain, Honest John, Bul-Gin, Nirvana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/QJ5Jl3bTX1I Gain, loop 1, spinbomb racing to boost through entire stage except boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/Xg8cWc4QJUs Chitta, loop 2, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=344, Bornnam, loop 1]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=338 Miyamoto, loop 1, catches up from 3rd to 1st after boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=368 Gain, loop 1, catches up from 7th to 2nd after boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is an odd stage to race in. Opportunities to boost are limited at the start, and rivals will sometimes overtake you in the mid-to-late portions, or during the boss. However, rivals seem to move slower in the section after the boss, and you can often climb many places by boosting there. Though there's always an element of luck in overtaking rivals, it seems to be easier at the end of Deeply Dungeon compared to most other stages.&lt;br /&gt;
&lt;br /&gt;
Since this is a slow stage, the speed increase from boosting has a wider variance between characters, so the difficulty of placing well in the race also varies quite a bit. Weak characters may struggle even with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
It is possible to boost through the entire stage using [[Shippu_Mahou_Daisakusen/Techniques#Spinbomb_glitch|spinbomb racing]]. However, the opening section is very difficult due to the crushing walls and many enemies, and requires a precise route. The route will differ slightly between characters due to differences in boosting scroll speed.&lt;br /&gt;
&lt;br /&gt;
The more standard, safer places to boost are:&lt;br /&gt;
* After the opening section, when the worms come out of the pipes. Finding a consistent pattern to misdirect the worms may take some practice, and will depend somewhat on your character's boost speed. Carry the boost until enemies show up, after the first rush of water.&lt;br /&gt;
* After the first rush of water, take out the enemies, then boost past the eels that suck you towards them. The boost can be carried to up the boss. After the second rush of water, stay in the lower corner of the screen to avoid the shots from the eye enemies. For some characters, a worm will spawn from the pipes before the boss, but faster characters can avoid this.&lt;br /&gt;
* After killing the boss, you can boost through the entire enemy rush. The main threat is the small squid enemies, who will shoot aimed bullets at you; try to stay on the opposite side of the screen so you can react to their shots.&lt;br /&gt;
&lt;br /&gt;
You can maintain boost after the first rush of water and try to sneak past the group of enemies, but it's a bit risky.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The spinbomb racing strategy no longer works due to increased enemy health. The other boost strategies work, and in particular, you can still gain a lot of ground by boosting during the post-boss enemy rush. However, the boss is one of the most dangerous in the game, and racing in this stage runs the risk of having rivals catch up to you during the fight and cause chaos.&lt;br /&gt;
&lt;br /&gt;
If your goal is to win the loop 2 tournament, it's probably better to pick Cold Corridor as your Stage 2-4.&lt;br /&gt;
&lt;br /&gt;
=== Cold Corridor (Stage 4B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Honest John, Bul-Gin&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Nirvana, Miyamoto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/GgntegQQoUU Nirvana, loop 1, boosting through entire stage except boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/VloaY59Mkw8 Nirvana, loop 1, uses opening bomb, safer play]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/yA0m741LNvM Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/o8Rjw-73Sbc?t=359 Miyamoto, loop 1, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1150 Bornnam, loop 2, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?si=HALoD2MNQpDbAMJ1&amp;amp;t=1203 Miyamoto, loop 2, uses one bomb during stage, two on boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In this stage, once you get ahead of your rivals, they're unlikely to catch up. The opposite is also true, though - if rivals pull ahead, you'll likely only get a few opportunities to overtake them. Still, the race here is on the easier side as long as you're comfortable boosting through the opening section. Even if you don't use an opening bomb, rivals will often get taken out by enemy bullets at the start.&lt;br /&gt;
&lt;br /&gt;
The white orb monsters that spin and shoot a circular spread are the most dangerous part of the stage. Three appear at the start of the stage, and two appear shortly before the boss. You may want to '''intentionally slow down''' to deal with some of them. Boosting past them requires either good dodging reflexes or character-specific routing, since safespots are likely to depend on character boost speed.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
The key to winning this stage is boosting through the '''opening section''', up until the scrolling speed-up ends and the ice golems appear, at which point you can play it safe and start shooting if you're in 1st. You will need to find a route that deals with the white orb monsters in the opening section safely, which may differ depending on which character you play.&lt;br /&gt;
&lt;br /&gt;
Boosting through the entire section will work, but it's a bit risky. A slightly safer strategy is to boost past the first orb, then wall-brake to slow down before the next two orbs and kill them, then immediately resume boosting. If you start the race with an opening bomb, this brief slowdown probably won't be enough for rivals to catch up.&lt;br /&gt;
&lt;br /&gt;
You can carry your opening boost all the way up to the boss, if you want. Stay at the top of the screen during the section with the ice golems and rock-spitting monsters. The top right is recommended over the top left, as it's easier to safely sneak past the enemies during the transition to the zombie section. The white orb monsters are once again the main threat; you may want to brake to take out the two near the end of the stage.&lt;br /&gt;
&lt;br /&gt;
Killing '''the boss''' is recommended over boosting through it. The speed-up after killing the boss seems to make it significantly easier to overtake rivals. &lt;br /&gt;
&lt;br /&gt;
During the post-boss enemy rush, you are generally safe boosting in the top left corner. However, in rare cases, your boost might go off just as an ice golem is spawning and change its acceleration, which may allow it to snipe you.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Pretty similar racing-wise, and most strategies still work, but you might need to work out a new route for the opening section, due to the faster bullets and more durable enemies. Braking to take out the white orb monsters more safely may not work, depending on your character's weapon strength. Particularly, it seems hard to safely take out the two before the boss.&lt;br /&gt;
&lt;br /&gt;
=== Strato Storm (Stage 5A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Nirvana, Bul-Gin, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Chitta&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/BXS7TqlEgF8 Chitta, loop 1, uses 3 bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/txiRgQW39DA Chitta, loop 1, uses opening bomb and two bombs on boss, no boosting]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/q1rGxRGsrIc Chitta, loop 2, two bombs and one death on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=460 Miyamoto, loop 1, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=481 Bornnam, loop 1, uses 3 bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1296 Gain, loop 2, 4 bombs and one death, gets 2nd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to the high base speed of this stage, boosting doesn't have much of an effect on racing results. The stage seems to be designed so you can win (often by a rather wide margin) without boosting, as long as you maintain full unboosted speed. Boosting is still useful for manipulating enemy positions, as any speed changes in this stage tend to scroll enemies offscreen rapidly.&lt;br /&gt;
&lt;br /&gt;
However, this is one of the more difficult stages to maintain full speed in. The pink shots from the wizards will slow you down, and some enemies try to ram you later in the stage. If you accidentally get slowed, speeding back up can be dangerous due to the wild changes in enemy position that can occur.&lt;br /&gt;
&lt;br /&gt;
Rivals appear to get a burst of speed near the start of the stage, allowing them to possibly overtake you, but then slow down for the rest.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
'''The wizards''': After taking out the five planes near the start, boost as the first wizards appear. It will scroll the wizards offscreen, and counteract the effect of the pink shots a little. Stop boosting when the second set of wizards appears to take them out.&lt;br /&gt;
&lt;br /&gt;
'''After the wizards:''' Beyond the third set of wizards, there are a number of bulky ships that shoot aimed shots. You can boost through this section, but it requires learning where the bulky ships spawn so you can circle them safely.&lt;br /&gt;
&lt;br /&gt;
Boosting during the section with the ramming ships and the planes is not recommended. The planes are very dangerous if left alive.&lt;br /&gt;
&lt;br /&gt;
'''After the boss:''' More ramming ships appear. It's a bit risky, but you can boost through here. Maintain distance from the ramming ships and lead them around the screen to give yourself space to dodge their downwards shots. If you just stay at the top of the screen and let yourself get bumped around, there's a chance you'll get bumped into some bullets.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
While you can still win by maintaining full speed throughout the stage, it's much more difficult and risky to do so, due to the tankier enemies and faster-firing wizards. This may be a good place to lose the race and take things slowly.&lt;br /&gt;
&lt;br /&gt;
=== Forest of Dead! (Stage 5B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Bornnam, Honest John, Miyamoto&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Kickle &amp;amp; Laycle, Bul-Gin, Chitta&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/wGPLwLERNmA Kickle &amp;amp; Laycle, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/pJ1fu55A0mM Chitta, loop 2, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm17800701?from=462 Chitta, loop 1, uses bomb on boss, full speed play but places 2nd]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=1281 Miyamoto, loop 2, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1256 Bornnam, loop 2, multiple deaths and bombs but places 1st]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is another track where if you pull into 1st and maintain full unboosted speed, rivals are unlikely to catch up, but conversely, it's hard to overtake rivals who pull ahead of you. Safe boost opportunities are limited before the coffin section.&lt;br /&gt;
&lt;br /&gt;
Like Cold Corridor and Deeply Dungeon, the scrolling speed increases after you beat the boss, but unlike those two tracks, this doesn't seem particularly useful for catching up with rivals. If you need to catch up, boosting through the boss fight seems to give you more chances.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
One can carry a boost from the start of the stage to the beginning of the eye section. If you stay at the top of the screen, the gun ghouls won't fire. After the third gun ghoul, move to the bottom to safely dodge the wizard shots.&lt;br /&gt;
&lt;br /&gt;
'''The eye section:''' Boosting here is very risky, but can be done if you're willing to bomb when things go wrong. The idea is to lead the eyes in a circle around the screen, but their random spawn positions and erratic splitting behavior makes this difficult to set up. You also have to contend with the lantern ghosts. Stop boosting after the eye section ends, before the wizard trio shows up.&lt;br /&gt;
&lt;br /&gt;
'''The coffin:''' The movement of the lantern ghosts is static, so you can follow a set path to boost through this section without getting trapped. Start boosting in the graveyard before the coffin shows up, and circle the screen with the right timing to avoid its shots. Alternatively, you can kill the lantern ghosts and open the coffin, then boost and dodge the vampire by circling it.&lt;br /&gt;
&lt;br /&gt;
'''The boss:''' You can boost through the entire fight safely. The enemy section after killing the boss is tricky to boost through due to the lantern ghosts. There's a speed-up after the boss, but you have to slow down to shoot the boss, so whether this is any faster likely depends on how quickly your character can kill the boss, and is probably only relevant for speedrunning.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The dynamic of the race is similar to the first loop: once you get ahead, rivals are unlikely to catch up as long as you maintain full unboosted speed. However, the eye section is very difficult and risky to play at full speed due to the random spawn positions of the eyes and their aggressive homing movement. Unless you're comfortable with this section at full speed, this is likely a race you'll want to play slow for safety reasons.&lt;br /&gt;
&lt;br /&gt;
The bats in this stage shoot aimed bullets when destroyed. When boosting at the start, be careful not to bump into them too much or you'll bump-kill one and likely die. Rival racers can sometimes also bump-kill or shoot the bats, sending a bullet your way.&lt;br /&gt;
&lt;br /&gt;
TODO (remaining stages)&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum and minimum unboosted speed values for each section of each stage. Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This is why boosting has a more significant effect on slow stages.&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed '''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37708</id>
		<title>Shippu Mahou Daisakusen/Racing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37708"/>
		<updated>2026-04-08T03:41:11Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Stage 4A and 4B strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players [[Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberately ignore it]] and go slow to make the game easier. However, successful racing is needed to reach the second loop (you must win the first loop tournament) and to see each character's 1st place ending. While the 1st place ending is the same across both loops, it's a little disappointing to get a bad ending after a successful 2-ALL, so you may want to race in the second loop as well. Plus, racing is fun!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Racing difficulty is not only highly variable per stage and character, but you are at the mercy of the random behavior of rival racers. For example, boosting at the start of the first stage will sometimes launch you ahead of all the other racers, but other times, a rival or two will quickly blast off the top of the screen at high speed and put you in 2nd or 3rd.&lt;br /&gt;
&lt;br /&gt;
Furthermore, even if you boost for the entire race, you may not win if the dreaded '''&amp;quot;repeated pull-away&amp;quot;''' occurs. Every time a rival exits the top of the screen, they gain a burst of speed and it will take at least a few seconds to catch up to them. If you're unlucky, the moment you scroll the rival back onscreen, they will '''immediately pull away''' and exit the top of the screen again, getting another burst of speed. Sometimes this repeats for the entire race and you are forced to take 2nd place (or worse). The only way to counteract this is by bombing the rival during the brief window where they appear at the top of the screen, which may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Despite this, it's possible to consistently win the first loop tournament by a pretty wide margin. Races in the second loop tournament are more difficult, but you can often scrape together enough points to win with some luck and risky play.&lt;br /&gt;
&lt;br /&gt;
Your main tools for winning races are '''boosting''' and '''bombing'''. It's also vital to '''manage your acceleration''' so that you remain at top speed when not boosting.&lt;br /&gt;
&lt;br /&gt;
=== Boosting ===&lt;br /&gt;
&lt;br /&gt;
Recall that if you hold down the fire button for a few seconds, you will stop shooting and get a burst of speed. You can't be slowed down in this state (even if you are bumped, or attempt to use the back or wall brake) and will exceed the normal maximum speed for the stage. &lt;br /&gt;
&lt;br /&gt;
Your performance in races '''mostly depends on how much you boost'''. While rival racers can screw you over as described above, good boost routing will typically get you 1st or 2nd place in most races, at least in the first loop.&lt;br /&gt;
&lt;br /&gt;
Speed while boosting is affected by four factors:&lt;br /&gt;
* The current stage (boosting has a stronger effect on slow stages like Outcast Castle or Deeply Dungeon)&lt;br /&gt;
* Your character choice (each character has different boost stats for each stage)&lt;br /&gt;
* Your bomb count (having less than 4 bombs gives a boost bonus, and having more than 4 gives a boost penalty)&lt;br /&gt;
* Your main shot power level (each power level grants a very slight increase to boost speed)&lt;br /&gt;
&lt;br /&gt;
Boosting can increase speed by up to ~1.67x in the best case (slow stage and max strength boost); a more typical increase is 1.25x. There are extremely rare cases where it will have no effect on speed (weak character stats, minimum shot power, and 7 or more bombs).&lt;br /&gt;
&lt;br /&gt;
For the most part, you don't need to know or worry about the details of boost speed mechanics to win races; the important thing is to boost as much as you can without sacrificing safety. However, understanding the mechanics helps explain why certain characters have a harder time winning certain stages, or why small variances in time can occur even when boosting through an entire stage. See the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section for the precise internal values related to speed and boosting.&lt;br /&gt;
&lt;br /&gt;
=== Bombing ===&lt;br /&gt;
&lt;br /&gt;
Hitting rival racers with a bomb will knock them off the bottom of the screen, and they'll typically take a while to make a comeback, if they do at all. (Though, annoyingly, in some cases they seem to appear back on screen immediately.)&lt;br /&gt;
&lt;br /&gt;
An [[Shippu_Mahou_Daisakusen/Techniques#Opening_bomb|opening bomb]] can essentially guarantee a race win on certain courses. This is your main defense against the repeated pull-away problem; prevent them from pulling away in the first place.&lt;br /&gt;
&lt;br /&gt;
Bombs can also prevent rivals from sneaking ahead mid-race, but using a bomb to take out one or two rivals may be a bit of a waste.&lt;br /&gt;
&lt;br /&gt;
Since bombs are also very useful for survival, you may want to try to win races with boosting only at first, and save your bombs for if you start falling behind in points due to bad luck. On the other hand, you may prefer to build up a buffer of points by using bombs to guarantee wins on the easier courses.&lt;br /&gt;
&lt;br /&gt;
=== Managing acceleration ===&lt;br /&gt;
&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|thumb|220px]]&lt;br /&gt;
When boosting, you will quickly accelerate to your top speed and remain there until you stop boosting. When not boosting (for example, to kill enemies for safety) it's important to manage your acceleration so you stay at the maximum unboosted speed. Rivals will quickly overtake you if you race at suboptimal speeds.&lt;br /&gt;
&lt;br /&gt;
Recall that your character accelerates when in top half of the screen (see diagram). However, once your character reaches the maximum unboosted speed, you can position yourself ''anywhere on the screen'' and maintain your speed. So it's not necessary to stay in the top half at all times, you can just dip in there for long enough to reach the max.&lt;br /&gt;
&lt;br /&gt;
If you get bumped, touch a wall, or touch the back of the screen while not boosting, you will lose speed. Some hazards also lower your speed (e.g. bubbles in Deeply Dungeon, pink wizard shots in Strato Storm). &lt;br /&gt;
If you lose speed by accident, make sure to regain it as quickly as possible. If moving into the top half of the screen is unsafe, you can also stay where you are and charge a boost. Boosting causes you to accelerate very quickly, and you can release the boost as soon as you're at max speed again.&lt;br /&gt;
&lt;br /&gt;
In general, if your goal is to win races, you almost never want to intentionally brake. Most parts of the first loop can be played comfortably at the max unboosted speed once you are familiar with stage layouts and enemy behavior. The second loop has a few sections that are extremely difficult without slowing down, so you may have to plan to lose those races and make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Bumping ===&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Techniques#Manual_rival_knockbacks|Bumping rival racers]] is sometimes useful, though not especially reliable. Ensure you are boosting while you bump rivals so you don't lose speed from the bumping.&lt;br /&gt;
&lt;br /&gt;
At the start of each race, boost and bump the second-place racer downwards. If you're lucky, they'll fall behind and place poorly. This isn't really useful for winning individual races, but is helpful for winning the tournament, as it spreads out rival point gains.&lt;br /&gt;
&lt;br /&gt;
When rivals are near the bottom of the screen, you can sometimes bump them off the bottom, which may cause them to lose speed and fall far behind (similar to how exiting the top of the screen gives them a burst of speed). &lt;br /&gt;
&lt;br /&gt;
== Character strengths and weaknesses ==&lt;br /&gt;
&lt;br /&gt;
When not boosting, all characters share the same maximum speed, defined by which section of the current stage you're in. However, the maximum speed while boosting varies based on both the stage and character. Each character has stages they're &amp;quot;strong&amp;quot; at (good boost speed) and stages they're &amp;quot;weak&amp;quot; at (bad boost speed).&lt;br /&gt;
&lt;br /&gt;
The raw values for each character are documented in the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section of this article, but they don't tell the full story, because boosting has a more significant effect on slower stages. &lt;br /&gt;
&lt;br /&gt;
For example, Gain has a base boost speed of 32 (the worst possible) on Deeply Dungeon, while Bornnam has a base boost speed of 128 (the best possible). The max unboosted speed for the stage is 192, so this means (ignoring other factors) Gain will boost at 224 speed and Bornnam will boost at 320 speed. That means Gain's boost only increases speed by ~1.17x, while Bornnam's boost increases speed by ~1.67x. It is significantly harder to win the race with Gain than with Bornnam as a result.&lt;br /&gt;
&lt;br /&gt;
By contrast, Chitta has 32 on Strato Storm, and Nirvana has 128. The max unboosted speed is 1280, so Chitta will boost at 1312 (1.025x) and Nirvana will boost at 1408 (1.10x). The difference in speed increase is much smaller and as a result Chitta doesn't really suffer much from her poor boost stat here.&lt;br /&gt;
&lt;br /&gt;
For this reason, the tables below rank the character's strengths and weaknesses based on &amp;quot;boost efficiency&amp;quot;: how close the character's boosted speed is to the optimal boost, expressed as a percentage. In the examples above, Bornnam and Nirvana have 100% efficiency, while Gain has 70% efficiency (224/320) and Chitta has ~93.2% efficiency (1312/1408). &lt;br /&gt;
&lt;br /&gt;
The boost efficiency for the character is listed beside each stage name. Efficiency below 90% tends to make it noticeably harder to win the race. &lt;br /&gt;
&lt;br /&gt;
Note: For speedrun purposes, the raw max boost speed may be a more useful metric than boost efficiency, which is meant to measure potential for taking 1st place in races.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Gain-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (97.7%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (70%)&lt;br /&gt;
* '''Outcast Castle''' (87.5%)&lt;br /&gt;
* Cold Corridor (90%)&lt;br /&gt;
* Forest of Dead! (90.6%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Chitta !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Chitta-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Cross Fire (98.6%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Deeply Dungeon (95%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (83.3%)&lt;br /&gt;
* '''Forest of Dead!''' (87.5%)&lt;br /&gt;
* '''Air Circus''' (89.6%)&lt;br /&gt;
* Strato Storm (93.2%)&lt;br /&gt;
|-&lt;br /&gt;
! Miyamoto !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Miyamoto-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Forest of Dead! (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
* Air Circus (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (87.5%)&lt;br /&gt;
* Deeply Dungeon (90%)&lt;br /&gt;
* Cross Fire (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Bornnam !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bornham-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (87.5%)&lt;br /&gt;
* Velmatic Ocean (90%)&lt;br /&gt;
|-&lt;br /&gt;
! Nirvana !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Nirvana-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (85%)&lt;br /&gt;
* '''Cold Corridor''' (85%)&lt;br /&gt;
* Outcast Castle (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Kickle &amp;amp; Laycle !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Kickleandlaycle-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Cross Fire (97.2%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (79.2%)&lt;br /&gt;
* '''Forest of Dead!''' (81.3%)&lt;br /&gt;
* '''Velmatic Ocean''' (87.5%)&lt;br /&gt;
* Cold Corridor (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Honest John !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Honestjohn-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (98.9%)&lt;br /&gt;
* Air Circus (97.9%)&lt;br /&gt;
* Outcast Castle (95.8%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (75%)&lt;br /&gt;
* '''Velmatic Ocean''' (85%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Bul-Gin !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bul-gin-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
* Cold Corridor (97.5%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (75%)&lt;br /&gt;
* '''Deeply Dungeon''' (80%)&lt;br /&gt;
* '''Forest of Dead''' (84.4%)&lt;br /&gt;
* Air Circus (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Individual stage strategy ==&lt;br /&gt;
&lt;br /&gt;
This section describes strategies for placing 1st in each race. On easier courses, or courses where your character has a strong boost, some of the strategies may not be needed to win. Experiment with your character and incorporate the strategies you feel comfortable with. Videos of successful race wins and demonstrations of boosting strategies are included.&lt;br /&gt;
&lt;br /&gt;
It's important to note that you cannot ''guarantee'' 1st place without spending bombs. There's always a chance that a rival will launch ahead of you at the start of the race and stay ahead the entire time. However, even in such unlucky cases, you'll usually at least be able to take 2nd or 3rd and pick up some points. 1st place can often be guaranteed with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, this section assumes you are always going at full speed when not boosting, i.e., no intentional braking to make stage sections easier (and recovering as soon as possible if you accidentally lose speed). Full speed play is the foundation on which you build race wins with boosts and bombs.&lt;br /&gt;
&lt;br /&gt;
=== Basalna City (Stage 1) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
(All characters have equal boost stats for this stage)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/D6aHFJZEhBU Chitta, loop 1, boosting through entire stage]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/_-mhhSQ7KfI Chitta, loop 2, slower strats, boss screen scroll manipulation]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/rV_ki0v47-4?t=19 Chitta, loop 1, a fairly standard run with safe boosting]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is one of the easiest races to win. Once you get ahead of the rival racers, they generally won't be able to catch up as long as you're going at max speed (boosted or unboosted).&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you can get ahead of everyone by boosting at the start, then take it easy for the rest of the race. Sometimes a few racers will pass you at the start, though. You have two options to deal with this:&lt;br /&gt;
* Use an opening bomb to prevent it entirely. This all but guarantees a win, unless your bomb misses some racers and they pull ahead.&lt;br /&gt;
* Boost as much as possible, and hope you overtake everyone that passed you. Sometimes you won't manage 1st if your luck is bad, but this saves a bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start of the stage, until the first dangerous enemies show up.&lt;br /&gt;
* Around when Carpet appears, until dangerous enemies appear again.&lt;br /&gt;
* Shortly before the insect-shaped ship shows up, until the boss. The insect ship is harmless, and the only other threat is a skull ship, which you can fly above (they can only shoot downwards).&lt;br /&gt;
However, the entire stage, including the boss, can be boosted through if needed. &lt;br /&gt;
You'll need to learn where the enemies spawn and where they tend to shoot. If you stay at the top of the screen, the skull ships can only hurt you if they bump you downwards as they're spawning, so the main threat is the purple tanks that fire in your direction. The top left corner is safe most of the time, but not always.&lt;br /&gt;
&lt;br /&gt;
The boss has two attacks: shoulder turrets that fire aimed bullets, and side turrets that shoot a dense spread of destructible bullets. To dodge the destructible bullets while boosting, position yourself either centered below the boss (on top of the dragon's tail) or on the wings by the shoulder turrets (most of the wing area doesn't have a hitbox).&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2''' &lt;br /&gt;
&lt;br /&gt;
The behavior of rival racers is similar, so the race is still fairly easy to win, but boosting for the whole stage becomes more dangerous. It's harder to react to shots from the purple tanks, and the boss can corner you if the turrets use their fast-firing pattern. You may want to unboost and reboost before the boss to do the [[Shippu_Mahou_Daisakusen/Techniques#Manipulate_enemies_through_screen_scoll|screen scrolling manipulation strategy]] for extra safety.&lt;br /&gt;
&lt;br /&gt;
=== Air Circus (Stage 2A) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Kickle &amp;amp; Laycle, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bornnam, Chitta, Bul-Gin &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/EhGERTmTMsU Chitta, loop 1, kills boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/JW2ZZQdrZbI Bornnam, loop 1, uses opening bomb, times out boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/1RD9iSqlou4 Chitta, loop 2, uses 3 bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=91 Miyamoto, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=950 Gain, loop 2, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This race can be tough to win. Once the scrolling slows down for the boss fight, rivals will start to catch up to you and there's not much you can do if they pass you. &lt;br /&gt;
Boost aggressively to put distance between you and the rivals before the boss starts. Weak characters have a particularly hard time getting 1st, and might need to get a little lucky with enemy bullets taking out rival racers at the end.&lt;br /&gt;
&lt;br /&gt;
Depending on your overall tournament routing, this may be a good stage to not worry about your placement and try to make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start until enemies appear.&lt;br /&gt;
* Through the gem hallway near the start.&lt;br /&gt;
* Through the stop signs before the open-air section.&lt;br /&gt;
* At the end of the open-air section, up until the boss.&lt;br /&gt;
* After killing the boss, until enemies start spawning.&lt;br /&gt;
However, these are short boosts that may not be enough to get 1st place. &lt;br /&gt;
&lt;br /&gt;
Less obviously, you can safely '''maintain boost through the entire open-air section'''. Sit in the top left corner; the wizards will circle you but rarely fire. When the turtles appear, their first volley of shots will contain one aimed directly at you, which you can tap-dodge downwards, then get back in position. You will need to dodge two shots from the turtles. After the second one, get out of the corner before the stage wall pushes you downwards.&lt;br /&gt;
&lt;br /&gt;
There is a movement pattern (see demonstration videos) that allows you to maintain boost from the start of the stage, past the gem hallway, and up to the large formation of green wizards (where it's recommended you stop boosting and shoot the wizards for safety). After killing the last of the green wizards, you can boost again and carry it through the stop signs and open-air section, up to the boss.&lt;br /&gt;
&lt;br /&gt;
There are two approaches to '''the boss''':&lt;br /&gt;
* Maintain boost as much as possible until the boss times out. You'll need to briefly unboost and shoot when it fires the spread of destructible bullets.&lt;br /&gt;
* Kill the boss quickly, then try to find safe places to boost during the enemy rush afterwards. &lt;br /&gt;
In the enemy rush, the sections without any blue wizards are generally safe to boost in, since the turrets on the walls just shoot aimed bullets that can be misdirected. In the final section with the mix of green and blue wizards, it's reasonably safe just to stay still and let them fire around you. Even if you get bumped by something, it'll often happen after the end-of-stage invincibility has activated.&lt;br /&gt;
 &lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up faster, and the boost strategy for the open-air section no longer works due to changes in wizard behavior. The boss is a nightmare and will probably force you to dump multiple bombs. Incidentally, dumping multiple bombs is the only real way to fend off rivals when they catch up at the end. It's probably a bad idea to play this stage in the second loop anyways.&lt;br /&gt;
&lt;br /&gt;
=== Velmatic Ocean (Stage 2B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Nirvana&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Honest John, Kickle &amp;amp; Laycle, Bornnam&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/fs4MJ1i4C0c Honest John, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/hIrbtnXnuQg Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=926 Miyamoto, loop 2, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=910 Bornnam, loop 2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A relatively easy race to win. Rivals will steadily catch up to you if you aren't boosting, but the pirate ship section provides an easy boosting opportunity. Even weak characters can typically win the race as long as nobody pulls ahead at the start, which can be guaranteed with a successful opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
'''The pirate ship:''' The easiest and most important boost strategy for this stage. Around the middle, a pirate ship appears. As long as it is not fully destroyed, it will remain onscreen until the boss. Destroy all but one or two turrets, then boost while dodging the occasional aimed bullets. This alone is often enough to win the race.&lt;br /&gt;
&lt;br /&gt;
'''Through the cliff section:''' This is a little trickier. Start boosting after you pass the huts on the beach, and move to the top left corner. It remains safe here for a while, up until the two large black ships switch sides and the green tanks start coming from the cliffs. At this point, move downwards and start shooting (or bomb for safer passage).&lt;br /&gt;
&lt;br /&gt;
'''The boss:''' It's safe to boost for most of the fight, except for the arm-swinging attack that shoots a wide spread of destructible bullets. Switch to shooting when you see him wind up for it. &lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The stage is harder, but the race is still fairly easy. Rivals are a bit faster, and tend to catch up around the start of the pirate ship section if you don't boost before then, but that's exactly the point where you can start boosting safely.&lt;br /&gt;
&lt;br /&gt;
As with many bosses on the second loop, the arm-swinging attack now features a mix of destructible and normal bullets, so shooting through it no longer works. Instead, dodge it by flying close to the boss and staying directly centered under him. This is much harder, but on the plus side, it allows you to stay boosted for the entire fight.&lt;br /&gt;
&lt;br /&gt;
=== Outcast Castle (Stage 3A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Miyamoto, Bornnam, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bul-Gin, Kickle &amp;amp; Laycle, Chitta, Gain&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/-r9G61OLiGE Bul-Gin, loop 1, uses bomb in worm section]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/nqnnAnbSocQ Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/J7AMjtvKSW8?t=210 Miyamoto, loop 1, uses opening bomb]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is perhaps the easiest race to place well in consistently, due to the closing gates near the start of the level. Once you pass these gates, any rival racers that are behind you will be unable to catch up until the boss fight starts. If you can make it through the gates without anyone passing you, you can play the rest of the level (up to the boss) as slowly and safely as you want.&lt;br /&gt;
&lt;br /&gt;
If someone passes you at the start and you cross the gates in 2nd place or worse, you can attempt boost strategies to catch up, but you're probably better off using an opening bomb to avoid this altogether. You will only get a few chances to overtake rivals, and boosting through the worm section is very risky.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Learning how to boost through the '''opening section''' is worthwhile, as it can save you an opening bomb if you're lucky. You will need to find a pattern that lets you dodge the coffins and their aimed shots consistently. The behavior of the coffins is slightly influenced by scroll speed, so the easiest route might differ slightly per character.&lt;br /&gt;
&lt;br /&gt;
If you get past the gates in 1st, you don't need to boost for the remainder of the course, and can play it at whatever speed you're most comfortable with. Knowing how to boost through the course might be useful for catching up to rivals on unlucky runs, or for speedrunning.&lt;br /&gt;
&lt;br /&gt;
'''After the gates:''' You can just stay at the top of the screen and boost, but there's a risk that one of the purple enemies decides to shoot you from close range. There's seemingly not much you can do to mitigate this risk, other than trying to overlap them as they spawn to seal their bullets.&lt;br /&gt;
&lt;br /&gt;
'''The spinning buzzsaw:''' Boost down the right path, then stay at the top of the screen. On the first loop, the shots from the zombies generally don't go far enough up the screen to hit you, and if one does, they're slow enough to dodge  easily.&lt;br /&gt;
&lt;br /&gt;
'''The worm section:''' Boosting through here is dangerous. Be ready to bomb if needed. The idea is to stay in the upper right or upper left corner, and dodge the aimed shots from the coffins by moving up and down. Sometimes a worm will grab you, but they don't slow you down as much if boosting, so you can often pull away.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The gates still work the same way, so you can easily place 1st as long as you don't get passed at the start. Boost strategies are similar, except the zombie hallway is slightly more dangerous, and the worm section is a lot more dangerous. Cross Fire is probably a better pick for Stage 2-3 though, even if the race there is harder to win.&lt;br /&gt;
&lt;br /&gt;
=== Cross Fire (Stage 3B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Bul-Gin, Chitta, Kickle &amp;amp; Laycle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Miyamoto, Nirvana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/wT1cB2rnFps Miyamoto, loop 1, uses two bombs to hinder rivals]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/9fIy8_emw7o Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1028 Bornnam, loop 2, uses one bomb, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=985 Chitta, loop 2, uses two bombs, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1065 Gain, loop 2, uses two bombs, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Winning this stage often comes down to luck, even with an opening bomb. It's difficult to find places to boost in the section where the battleships are firing from both sides, and as a result, rivals tend to catch up near the end of that section. &lt;br /&gt;
&lt;br /&gt;
Fortunately, you can easily boost through the entire boss fight, but sometimes that's not enough to get past anyone who overtook you. If you do manage to make it to the boss in 1st place with no rivals onscreen, you're usually in the clear.&lt;br /&gt;
&lt;br /&gt;
If anyone overtakes you at the start, you'll likely get very few chances to pass them until you reach the boss.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
The safest places to get in boosts are:&lt;br /&gt;
* At the start, until enemies show up.&lt;br /&gt;
* After the first set of turrets, until the second set. The enemies that appear in between are static and fire straight downwards, so they are easy to avoid.&lt;br /&gt;
* After destroying the first wing, until more turrets show up.&lt;br /&gt;
* After destroying the second wing, through the boss, to the end of the stage.&lt;br /&gt;
You can extend the starting boost for longer (all the way up until the second set of turrets) by doing some risky dodges around the flying enemies at the start, and then streaming the shots from the first set of turrets.&lt;br /&gt;
&lt;br /&gt;
The boss is mostly harmless if you stay at the top of the screen and boost, although he has one attack where he backs up to do a charge, which can crush you. Try to move back and forth so that you're always in the opposite corner from the boss.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up even faster, and if you play it safe around the turrets, you get fewer opportunities to boost. However, the boss still provides a good opportunity to overtake rivals, so even if you can't get 1st, you can often place reasonably well. The dueling battleships section is very difficult to play at full speed without using at least one bomb, but you get two in the stage.&lt;br /&gt;
&lt;br /&gt;
=== Deeply Dungeon (Stage 4A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Bornnam, Kickle &amp;amp; Laycle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Gain, Honest John, Bul-Gin, Nirvana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/QJ5Jl3bTX1I Gain, loop 1, spinbomb racing to boost through entire stage except boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/Xg8cWc4QJUs Chitta, loop 2, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=344, Bornnam, loop 1]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=338 Miyamoto, loop 1, catches up from 3rd to 1st after boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=368 Gain, loop 1, catches up from 7th to 2nd after boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is an odd stage to race in. Opportunities to boost are limited at the start, and rivals will sometimes overtake you in the mid-to-late portions, or during the boss. However, rivals seem to move slower in the section after the boss, and you can often climb many places by boosting there. Though there's always an element of luck in overtaking rivals, it seems to be easier at the end of Deeply Dungeon compared to most other stages.&lt;br /&gt;
&lt;br /&gt;
Since this is a slow stage, the speed increase from boosting has a wider variance between characters, so the difficulty of placing well in the race also varies quite a bit. Weak characters may struggle even with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
It is possible to boost through the entire stage using [[Shippu_Mahou_Daisakusen/Techniques#Spinbomb_glitch|spinbomb racing]]. However, the opening section is very difficult due to the crushing walls and many enemies, and requires a precise route. The route will differ slightly between characters due to differences in boosting scroll speed.&lt;br /&gt;
&lt;br /&gt;
The more standard, safer places to boost are:&lt;br /&gt;
* After the opening section, when the worms come out of the pipes. Finding a consistent pattern to misdirect the worms may take some practice, and will depend somewhat on your character's boost speed. Carry the boost until enemies show up, after the first rush of water.&lt;br /&gt;
* After the first rush of water, take out the enemies, then boost past the eels that suck you towards them. The boost can be carried to up the boss. After the second rush of water, stay in the lower corner of the screen to avoid the shots from the eye enemies. For some characters, a worm will spawn from the pipes before the boss, but faster characters can avoid this.&lt;br /&gt;
* After killing the boss, you can boost through the entire enemy rush. The main threat is the small squid enemies, who will shoot aimed bullets at you; try to stay on the opposite side of the screen so you can react to their shots.&lt;br /&gt;
&lt;br /&gt;
You can maintain boost after the first rush of water and try to sneak past the group of enemies, but it's a bit risky.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The spinbomb racing strategy no longer works due to increased enemy health. The other boost strategies work, and in particular, you can still gain a lot of ground by boosting during the post-boss enemy rush. However, the boss is one of the most dangerous in the game, and racing in this stage runs the risk of having rivals catch up to you during the fight and cause chaos.&lt;br /&gt;
&lt;br /&gt;
If your goal is to win the loop 2 tournament, it's probably better to pick Cold Corridor as your Stage 2-4.&lt;br /&gt;
&lt;br /&gt;
=== Cold Corridor (Stage 4B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Honest John, Bul-Gin&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Nirvana, Miyamoto&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/GgntegQQoUU Nirvana, loop 1, boosting through entire stage except boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/VloaY59Mkw8 Nirvana, loop 1, uses opening bomb, safer play]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/yA0m741LNvM Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/o8Rjw-73Sbc?t=359 Miyamoto, loop 1, uses bomb on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1150 Bornnam, loop 2, uses two bombs on boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?si=HALoD2MNQpDbAMJ1&amp;amp;t=1203 Miyamoto, loop 2, uses one bomb during stage, two on boss]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In this stage, once you get ahead of your rivals, they're unlikely to catch up. The opposite is also true, though - if rivals pull ahead, you'll likely only get a few opportunities to overtake them. Still, the race here is on the easier side as long as you're comfortable boosting through the opening section. Even if you don't use an opening bomb, rivals will often get taken out by enemy bullets at the start.&lt;br /&gt;
&lt;br /&gt;
The white orb monsters that spin and shoot a circular spread are the most dangerous part of the stage. Three appear at the start of the stage, and two appear shortly before the boss. You may want to '''intentionally slow down''' to deal with some of them. Boosting past them requires either good dodging reflexes or character-specific routing, since safespots are likely to depend on character boost speed.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
The key to winning this stage is boosting through the '''opening section''', up until the scrolling speed-up ends and the ice golems appear, at which point you can play it safe and start shooting if you're in 1st. You will need to find a route that deals with the white orb monsters in the opening section safely, which may differ depending on which character you play.&lt;br /&gt;
&lt;br /&gt;
Boosting through the entire section will work, but it's a bit risky. A slightly safer strategy is to boost past the first orb, then wall-brake to slow down before the next two orbs and kill them, then immediately resume boosting. If you start the race with an opening bomb, this brief slowdown probably won't be enough for rivals to catch up.&lt;br /&gt;
&lt;br /&gt;
You can carry your opening boost all the way up to the boss, if you want. Stay at the top of the screen during the section with the ice golems and rock-spitting monsters. The top right is recommended over the top left, as it's easier to safely sneak past the enemies during the transition to the zombie section. The white orb monsters are once again the main threat; you may want to brake to take out the two near the end of the stage.&lt;br /&gt;
&lt;br /&gt;
Killing '''the boss''' is recommended over boosting through it. The speed-up after killing the boss seems to make it significantly easier to overtake rivals. &lt;br /&gt;
&lt;br /&gt;
During the post-boss enemy rush, you are generally safe boosting in the top left corner. However, in rare cases, your boost might go off just as an ice golem is spawning and change its acceleration, which may allow it to snipe you.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Pretty similar racing-wise, and most strategies still work, but you might need to work out a new route for the opening section, due to the faster bullets and more durable enemies. Braking to take out the white orb monsters more safely may not work, depending on your character's weapon strength. Particularly, it seems hard to safely take out the two before the boss.&lt;br /&gt;
&lt;br /&gt;
TODO (remaining stages)&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum and minimum unboosted speed values for each section of each stage. Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This is why boosting has a more significant effect on slow stages.&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed '''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37703</id>
		<title>Shippu Mahou Daisakusen/Racing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37703"/>
		<updated>2026-04-07T20:40:13Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Stage 3A and 3B strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players [[Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberately ignore it]] and go slow to make the game easier. However, successful racing is needed to reach the second loop (you must win the first loop tournament) and to see each character's 1st place ending. While the 1st place ending is the same across both loops, it's a little disappointing to get a bad ending after a successful 2-ALL, so you may want to race in the second loop as well. Plus, racing is fun!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Racing difficulty is not only highly variable per stage and character, but you are at the mercy of the random behavior of rival racers. For example, boosting at the start of the first stage will sometimes launch you ahead of all the other racers, but other times, a rival or two will quickly blast off the top of the screen at high speed and put you in 2nd or 3rd.&lt;br /&gt;
&lt;br /&gt;
Furthermore, even if you boost for the entire race, you may not win if the dreaded '''&amp;quot;repeated pull-away&amp;quot;''' occurs. Every time a rival exits the top of the screen, they gain a burst of speed and it will take at least a few seconds to catch up to them. If you're unlucky, the moment you scroll the rival back onscreen, they will '''immediately pull away''' and exit the top of the screen again, getting another burst of speed. Sometimes this repeats for the entire race and you are forced to take 2nd place (or worse). The only way to counteract this is by bombing the rival during the brief window where they appear at the top of the screen, which may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Despite this, it's possible to consistently win the first loop tournament by a pretty wide margin. Races in the second loop tournament are more difficult, but you can often scrape together enough points to win with some luck and risky play.&lt;br /&gt;
&lt;br /&gt;
Your main tools for winning races are '''boosting''' and '''bombing'''. It's also vital to '''manage your acceleration''' so that you remain at top speed when not boosting.&lt;br /&gt;
&lt;br /&gt;
=== Boosting ===&lt;br /&gt;
&lt;br /&gt;
Recall that if you hold down the fire button for a few seconds, you will stop shooting and get a burst of speed. You can't be slowed down in this state (even if you are bumped, or attempt to use the back or wall brake) and will exceed the normal maximum speed for the stage. &lt;br /&gt;
&lt;br /&gt;
Your performance in races '''mostly depends on how much you boost'''. While rival racers can screw you over as described above, good boost routing will typically get you 1st or 2nd place in most races, at least in the first loop.&lt;br /&gt;
&lt;br /&gt;
Speed while boosting is affected by four factors:&lt;br /&gt;
* The current stage (boosting has a stronger effect on slow stages like Outcast Castle or Deeply Dungeon)&lt;br /&gt;
* Your character choice (each character has different boost stats for each stage)&lt;br /&gt;
* Your bomb count (having less than 4 bombs gives a boost bonus, and having more than 4 gives a boost penalty)&lt;br /&gt;
* Your main shot power level (each power level grants a very slight increase to boost speed)&lt;br /&gt;
&lt;br /&gt;
Boosting can increase speed by up to ~1.67x in the best case (slow stage and max strength boost); a more typical increase is 1.25x. There are extremely rare cases where it will have no effect on speed (weak character stats, minimum shot power, and 7 or more bombs).&lt;br /&gt;
&lt;br /&gt;
For the most part, you don't need to know or worry about the details of boost speed mechanics to win races; the important thing is to boost as much as you can without sacrificing safety. However, understanding the mechanics helps explain why certain characters have a harder time winning certain stages, or why small variances in time can occur even when boosting through an entire stage. See the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section for the precise internal values related to speed and boosting.&lt;br /&gt;
&lt;br /&gt;
=== Bombing ===&lt;br /&gt;
&lt;br /&gt;
Hitting rival racers with a bomb will knock them off the bottom of the screen, and they'll typically take a while to make a comeback, if they do at all. (Though, annoyingly, in some cases they seem to appear back on screen immediately.)&lt;br /&gt;
&lt;br /&gt;
An [[Shippu_Mahou_Daisakusen/Techniques#Opening_bomb|opening bomb]] can essentially guarantee a race win on certain courses. This is your main defense against the repeated pull-away problem; prevent them from pulling away in the first place.&lt;br /&gt;
&lt;br /&gt;
Bombs can also prevent rivals from sneaking ahead mid-race, but using a bomb to take out one or two rivals may be a bit of a waste.&lt;br /&gt;
&lt;br /&gt;
Since bombs are also very useful for survival, you may want to try to win races with boosting only at first, and save your bombs for if you start falling behind in points due to bad luck. On the other hand, you may prefer to build up a buffer of points by using bombs to guarantee wins on the easier courses.&lt;br /&gt;
&lt;br /&gt;
=== Managing acceleration ===&lt;br /&gt;
&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|thumb|220px]]&lt;br /&gt;
When boosting, you will quickly accelerate to your top speed and remain there until you stop boosting. When not boosting (for example, to kill enemies for safety) it's important to manage your acceleration so you stay at the maximum unboosted speed. Rivals will quickly overtake you if you race at suboptimal speeds.&lt;br /&gt;
&lt;br /&gt;
Recall that your character accelerates when in top half of the screen (see diagram). However, once your character reaches the maximum unboosted speed, you can position yourself ''anywhere on the screen'' and maintain your speed. So it's not necessary to stay in the top half at all times, you can just dip in there for long enough to reach the max.&lt;br /&gt;
&lt;br /&gt;
If you get bumped, touch a wall, or touch the back of the screen while not boosting, you will lose speed. Some hazards also lower your speed (e.g. bubbles in Deeply Dungeon, pink wizard shots in Strato Storm). &lt;br /&gt;
If you lose speed by accident, make sure to regain it as quickly as possible. If moving into the top half of the screen is unsafe, you can also stay where you are and charge a boost. Boosting causes you to accelerate very quickly, and you can release the boost as soon as you're at max speed again.&lt;br /&gt;
&lt;br /&gt;
In general, if your goal is to win races, you almost never want to intentionally brake. Most parts of the first loop can be played comfortably at the max unboosted speed once you are familiar with stage layouts and enemy behavior. The second loop has a few sections that are extremely difficult without slowing down, so you may have to plan to lose those races and make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Bumping ===&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Techniques#Manual_rival_knockbacks|Bumping rival racers]] is sometimes useful, though not especially reliable. Ensure you are boosting while you bump rivals so you don't lose speed from the bumping.&lt;br /&gt;
&lt;br /&gt;
At the start of each race, boost and bump the second-place racer downwards. If you're lucky, they'll fall behind and place poorly. This isn't really useful for winning individual races, but is helpful for winning the tournament, as it spreads out rival point gains.&lt;br /&gt;
&lt;br /&gt;
When rivals are near the bottom of the screen, you can sometimes bump them off the bottom, which may cause them to lose speed and fall far behind (similar to how exiting the top of the screen gives them a burst of speed). &lt;br /&gt;
&lt;br /&gt;
== Character strengths and weaknesses ==&lt;br /&gt;
&lt;br /&gt;
When not boosting, all characters share the same maximum speed, defined by which section of the current stage you're in. However, the maximum speed while boosting varies based on both the stage and character. Each character has stages they're &amp;quot;strong&amp;quot; at (good boost speed) and stages they're &amp;quot;weak&amp;quot; at (bad boost speed).&lt;br /&gt;
&lt;br /&gt;
The raw values for each character are documented in the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section of this article, but they don't tell the full story, because boosting has a more significant effect on slower stages. &lt;br /&gt;
&lt;br /&gt;
For example, Gain has a base boost speed of 32 (the worst possible) on Deeply Dungeon, while Bornnam has a base boost speed of 128 (the best possible). The max unboosted speed for the stage is 192, so this means (ignoring other factors) Gain will boost at 224 speed and Bornnam will boost at 320 speed. That means Gain's boost only increases speed by ~1.17x, while Bornnam's boost increases speed by ~1.67x. It is significantly harder to win the race with Gain than with Bornnam as a result.&lt;br /&gt;
&lt;br /&gt;
By contrast, Chitta has 32 on Strato Storm, and Nirvana has 128. The max unboosted speed is 1280, so Chitta will boost at 1312 (1.025x) and Nirvana will boost at 1408 (1.10x). The difference in speed increase is much smaller and as a result Chitta doesn't really suffer much from her poor boost stat here.&lt;br /&gt;
&lt;br /&gt;
For this reason, the tables below rank the character's strengths and weaknesses based on &amp;quot;boost efficiency&amp;quot;: how close the character's boosted speed is to the optimal boost, expressed as a percentage. In the examples above, Bornnam and Nirvana have 100% efficiency, while Gain has 70% efficiency (224/320) and Chitta has ~93.2% efficiency (1312/1408). &lt;br /&gt;
&lt;br /&gt;
The boost efficiency for the character is listed beside each stage name. Efficiency below 90% tends to make it noticeably harder to win the race. &lt;br /&gt;
&lt;br /&gt;
Note: For speedrun purposes, the raw max boost speed may be a more useful metric than boost efficiency, which is meant to measure potential for taking 1st place in races.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Gain-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (97.7%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (70%)&lt;br /&gt;
* '''Outcast Castle''' (87.5%)&lt;br /&gt;
* Cold Corridor (90%)&lt;br /&gt;
* Forest of Dead! (90.6%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Chitta !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Chitta-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Cross Fire (98.6%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Deeply Dungeon (95%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (83.3%)&lt;br /&gt;
* '''Forest of Dead!''' (87.5%)&lt;br /&gt;
* '''Air Circus''' (89.6%)&lt;br /&gt;
* Strato Storm (93.2%)&lt;br /&gt;
|-&lt;br /&gt;
! Miyamoto !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Miyamoto-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Forest of Dead! (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
* Air Circus (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (87.5%)&lt;br /&gt;
* Deeply Dungeon (90%)&lt;br /&gt;
* Cross Fire (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Bornnam !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bornham-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (87.5%)&lt;br /&gt;
* Velmatic Ocean (90%)&lt;br /&gt;
|-&lt;br /&gt;
! Nirvana !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Nirvana-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (85%)&lt;br /&gt;
* '''Cold Corridor''' (85%)&lt;br /&gt;
* Outcast Castle (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Kickle &amp;amp; Laycle !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Kickleandlaycle-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Cross Fire (97.2%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (79.2%)&lt;br /&gt;
* '''Forest of Dead!''' (81.3%)&lt;br /&gt;
* '''Velmatic Ocean''' (87.5%)&lt;br /&gt;
* Cold Corridor (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Honest John !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Honestjohn-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (98.9%)&lt;br /&gt;
* Air Circus (97.9%)&lt;br /&gt;
* Outcast Castle (95.8%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (75%)&lt;br /&gt;
* '''Velmatic Ocean''' (85%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Bul-Gin !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bul-gin-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
* Cold Corridor (97.5%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (75%)&lt;br /&gt;
* '''Deeply Dungeon''' (80%)&lt;br /&gt;
* '''Forest of Dead''' (84.4%)&lt;br /&gt;
* Air Circus (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Individual stage strategy ==&lt;br /&gt;
&lt;br /&gt;
This section describes strategies for placing 1st in each race. On easier courses, or courses where your character has a strong boost, some of the strategies may not be needed to win. Experiment with your character and incorporate the strategies you feel comfortable with. Videos of successful race wins and demonstrations of boosting strategies are included.&lt;br /&gt;
&lt;br /&gt;
It's important to note that you cannot ''guarantee'' 1st place without spending bombs. There's always a chance that a rival will launch ahead of you at the start of the race and stay ahead the entire time. However, even in such unlucky cases, you'll usually at least be able to take 2nd or 3rd and pick up some points. 1st place can often be guaranteed with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, this section assumes you are always going at full speed when not boosting, i.e., no intentional braking to make stage sections easier (and recovering as soon as possible if you accidentally lose speed). Full speed play is the foundation on which you build race wins with boosts and bombs.&lt;br /&gt;
&lt;br /&gt;
=== Basalna City (Stage 1) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
(All characters have equal boost stats for this stage)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/D6aHFJZEhBU Chitta, loop 1, boosting through entire stage]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/_-mhhSQ7KfI Chitta, loop 2, slower strats, boss screen scroll manipulation]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/rV_ki0v47-4?t=19 Chitta, loop 1, a fairly standard run with safe boosting]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is one of the easiest races to win. Once you get ahead of the rival racers, they generally won't be able to catch up as long as you're going at max speed (boosted or unboosted).&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you can get ahead of everyone by boosting at the start, then take it easy for the rest of the race. Sometimes a few racers will pass you at the start, though. You have two options to deal with this:&lt;br /&gt;
* Use an opening bomb to prevent it entirely. This all but guarantees a win, unless your bomb misses some racers and they pull ahead.&lt;br /&gt;
* Boost as much as possible, and hope you overtake everyone that passed you. Sometimes you won't manage 1st if your luck is bad, but this saves a bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start of the stage, until the first dangerous enemies show up.&lt;br /&gt;
* Around when Carpet appears, until dangerous enemies appear again.&lt;br /&gt;
* Shortly before the insect-shaped ship shows up, until the boss. The insect ship is harmless, and the only other threat is a skull ship, which you can fly above (they can only shoot downwards).&lt;br /&gt;
However, the entire stage, including the boss, can be boosted through if needed. &lt;br /&gt;
You'll need to learn where the enemies spawn and where they tend to shoot. If you stay at the top of the screen, the skull ships can only hurt you if they bump you downwards as they're spawning, so the main threat is the purple tanks that fire in your direction. The top left corner is safe most of the time, but not always.&lt;br /&gt;
&lt;br /&gt;
The boss has two attacks: shoulder turrets that fire aimed bullets, and side turrets that shoot a dense spread of destructible bullets. To dodge the destructible bullets while boosting, position yourself either centered below the boss (on top of the dragon's tail) or on the wings by the shoulder turrets (most of the wing area doesn't have a hitbox).&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2''' &lt;br /&gt;
&lt;br /&gt;
The behavior of rival racers is similar, so the race is still fairly easy to win, but boosting for the whole stage becomes more dangerous. It's harder to react to shots from the purple tanks, and the boss can corner you if the turrets use their fast-firing pattern. You may want to unboost and reboost before the boss to do the [[Shippu_Mahou_Daisakusen/Techniques#Manipulate_enemies_through_screen_scoll|screen scrolling manipulation strategy]] for extra safety.&lt;br /&gt;
&lt;br /&gt;
=== Air Circus (Stage 2A) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Kickle &amp;amp; Laycle, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bornnam, Chitta, Bul-Gin &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/EhGERTmTMsU Chitta, loop 1, kills boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/JW2ZZQdrZbI Bornnam, loop 1, uses opening bomb, times out boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/1RD9iSqlou4 Chitta, loop 2, uses 3 bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=91 Miyamoto, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=950 Gain, loop 2, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This race can be tough to win. Once the scrolling slows down for the boss fight, rivals will start to catch up to you and there's not much you can do if they pass you. &lt;br /&gt;
Boost aggressively to put distance between you and the rivals before the boss starts. Weak characters have a particularly hard time getting 1st, and might need to get a little lucky with enemy bullets taking out rival racers at the end.&lt;br /&gt;
&lt;br /&gt;
Depending on your overall tournament routing, this may be a good stage to not worry about your placement and try to make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start until enemies appear.&lt;br /&gt;
* Through the gem hallway near the start.&lt;br /&gt;
* Through the stop signs before the open-air section.&lt;br /&gt;
* At the end of the open-air section, up until the boss.&lt;br /&gt;
* After killing the boss, until enemies start spawning.&lt;br /&gt;
However, these are short boosts that may not be enough to get 1st place. &lt;br /&gt;
&lt;br /&gt;
Less obviously, you can safely '''maintain boost through the entire open-air section'''. Sit in the top left corner; the wizards will circle you but rarely fire. When the turtles appear, their first volley of shots will contain one aimed directly at you, which you can tap-dodge downwards, then get back in position. You will need to dodge two shots from the turtles. After the second one, get out of the corner before the stage wall pushes you downwards.&lt;br /&gt;
&lt;br /&gt;
There is a movement pattern (see demonstration videos) that allows you to maintain boost from the start of the stage, past the gem hallway, and up to the large formation of green wizards (where it's recommended you stop boosting and shoot the wizards for safety). After killing the last of the green wizards, you can boost again and carry it through the stop signs and open-air section, up to the boss.&lt;br /&gt;
&lt;br /&gt;
There are two approaches to '''the boss''':&lt;br /&gt;
* Maintain boost as much as possible until the boss times out. You'll need to briefly unboost and shoot when it fires the spread of destructible bullets.&lt;br /&gt;
* Kill the boss quickly, then try to find safe places to boost during the enemy rush afterwards. &lt;br /&gt;
In the enemy rush, the sections without any blue wizards are generally safe to boost in, since the turrets on the walls just shoot aimed bullets that can be misdirected. In the final section with the mix of green and blue wizards, it's reasonably safe just to stay still and let them fire around you. Even if you get bumped by something, it'll often happen after the end-of-stage invincibility has activated.&lt;br /&gt;
 &lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up faster, and the boost strategy for the open-air section no longer works due to changes in wizard behavior. The boss is a nightmare and will probably force you to dump multiple bombs. Incidentally, dumping multiple bombs is the only real way to fend off rivals when they catch up at the end. It's probably a bad idea to play this stage in the second loop anyways.&lt;br /&gt;
&lt;br /&gt;
=== Velmatic Ocean (Stage 2B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Nirvana&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Honest John, Kickle &amp;amp; Laycle, Bornnam&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/fs4MJ1i4C0c Honest John, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/hIrbtnXnuQg Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=926 Miyamoto, loop 2, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=910 Bornnam, loop 2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A relatively easy race to win. Rivals will steadily catch up to you if you aren't boosting, but the pirate ship section provides an easy boosting opportunity. Even weak characters can typically win the race as long as nobody pulls ahead at the start, which can be guaranteed with a successful opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
'''The pirate ship:''' The easiest and most important boost strategy for this stage. Around the middle, a pirate ship appears. As long as it is not fully destroyed, it will remain onscreen until the boss. Destroy all but one or two turrets, then boost while dodging the occasional aimed bullets. This alone is often enough to win the race.&lt;br /&gt;
&lt;br /&gt;
'''Through the cliff section:''' This is a little trickier. Start boosting after you pass the huts on the beach, and move to the top left corner. It remains safe here for a while, up until the two large black ships switch sides and the green tanks start coming from the cliffs. At this point, move downwards and start shooting (or bomb for safer passage).&lt;br /&gt;
&lt;br /&gt;
'''The boss:''' It's safe to boost for most of the fight, except for the arm-swinging attack that shoots a wide spread of destructible bullets. Switch to shooting when you see him wind up for it. &lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The stage is harder, but the race is still fairly easy. Rivals are a bit faster, and tend to catch up around the start of the pirate ship section if you don't boost before then, but that's exactly the point where you can start boosting safely.&lt;br /&gt;
&lt;br /&gt;
As with many bosses on the second loop, the arm-swinging attack now features a mix of destructible and normal bullets, so shooting through it no longer works. Instead, dodge it by flying close to the boss and staying directly centered under him. This is much harder, but on the plus side, it allows you to stay boosted for the entire fight.&lt;br /&gt;
&lt;br /&gt;
=== Outcast Castle (Stage 3A) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Miyamoto, Bornnam, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bul-Gin, Kickle &amp;amp; Laycle, Chitta, Gain&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/-r9G61OLiGE Bul-Gin, loop 1, uses bomb in worm section]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/nqnnAnbSocQ Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/J7AMjtvKSW8?t=210 Miyamoto, loop 1, uses opening bomb]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is perhaps the easiest race to place well in consistently, due to the closing gates near the start of the level. Once you pass these gates, any rival racers that are behind you will be unable to catch up until the boss fight starts. If you can make it through the gates without anyone passing you, you can play the rest of the level (up to the boss) as slowly and safely as you want.&lt;br /&gt;
&lt;br /&gt;
If someone passes you at the start and you cross the gates in 2nd place or worse, you can attempt boost strategies to catch up, but you're probably better off using an opening bomb to avoid this altogether. You will only get a few chances to overtake rivals, and boosting through the worm section is very risky.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
Learning how to boost through the '''opening section''' is worthwhile, as it can save you an opening bomb if you're lucky. You will need to find a pattern that lets you dodge the coffins and their aimed shots consistently. The behavior of the coffins is slightly influenced by scroll speed, so the easiest route might differ slightly per character.&lt;br /&gt;
&lt;br /&gt;
If you get past the gates in 1st, you don't need to boost for the remainder of the course, and can play it at whatever speed you're most comfortable with. Knowing how to boost through the course might be useful for catching up to rivals on unlucky runs, or for speedrunning.&lt;br /&gt;
&lt;br /&gt;
'''After the gates:''' You can just stay at the top of the screen and boost, but there's a risk that one of the purple enemies decides to shoot you from close range. There's seemingly not much you can do to mitigate this risk, other than trying to overlap them as they spawn to seal their bullets.&lt;br /&gt;
&lt;br /&gt;
'''The spinning buzzsaw:''' Boost down the right path, then stay at the top of the screen. On the first loop, the shots from the zombies generally don't go far enough up the screen to hit you, and if one does, they're slow enough to dodge  easily.&lt;br /&gt;
&lt;br /&gt;
'''The worm section:''' Boosting through here is dangerous. Be ready to bomb if needed. The idea is to stay in the upper right or upper left corner, and dodge the aimed shots from the coffins by moving up and down. Sometimes a worm will grab you, but they don't slow you down as much if boosting, so you can often pull away.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The gates still work the same way, so you can easily place 1st as long as you don't get passed at the start. Boost strategies are similar, except the zombie hallway is slightly more dangerous, and the worm section is a lot more dangerous. Cross Fire is probably a better pick for Stage 2-3 though, even if the race there is harder to win.&lt;br /&gt;
&lt;br /&gt;
=== Cross Fire (Stage 3B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Bul-Gin, Chitta, Kickle &amp;amp; Laycle&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Miyamoto, Nirvana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/wT1cB2rnFps Miyamoto, loop 1, uses two bombs to hinder rivals]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/9fIy8_emw7o Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=1028 Bornnam, loop 2, uses one bomb, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/SV2om9pB9b4?t=985 Chitta, loop 2, uses two bombs, gets 2nd place]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=1065 Gain, loop 2, uses two bombs, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Winning this stage often comes down to luck, even with an opening bomb. It's difficult to find places to boost in the section where the battleships are firing from both sides, and as a result, rivals tend to catch up near the end of that section. &lt;br /&gt;
&lt;br /&gt;
Fortunately, you can easily boost through the entire boss fight, but sometimes that's not enough to get past anyone who overtook you. If you do manage to make it to the boss in 1st place with no rivals onscreen, you're usually in the clear.&lt;br /&gt;
&lt;br /&gt;
If anyone overtakes you at the start, you'll likely get very few chances to pass them until you reach the boss.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
The safest places to get in boosts are:&lt;br /&gt;
* At the start, until enemies show up.&lt;br /&gt;
* After the first set of turrets, until the second set. The enemies that appear in between are static and fire straight downwards, so they are easy to avoid.&lt;br /&gt;
* After destroying the first wing, until more turrets show up.&lt;br /&gt;
* After destroying the second wing, through the boss, to the end of the stage.&lt;br /&gt;
You can extend the starting boost for longer (all the way up until the second set of turrets) by doing some risky dodges around the flying enemies at the start, and then streaming the shots from the first set of turrets.&lt;br /&gt;
&lt;br /&gt;
The boss is mostly harmless if you stay at the top of the screen and boost, although he has one attack where he backs up to do a charge, which can crush you. Try to move back and forth so that you're always in the opposite corner from the boss.&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up even faster, and if you play it safe around the turrets, you get fewer opportunities to boost. However, the boss still provides a good opportunity to overtake rivals, so even if you can't get 1st, you can often place reasonably well. The dueling battleships section is very difficult to play at full speed without using at least one bomb, but you get two in the stage.&lt;br /&gt;
&lt;br /&gt;
TODO (remaining stages)&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum and minimum unboosted speed values for each section of each stage. Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This is why boosting has a more significant effect on slow stages.&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed '''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37678</id>
		<title>Shippu Mahou Daisakusen/Racing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37678"/>
		<updated>2026-04-05T15:39:40Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Stage 2A and 2B strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players [[Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberately ignore it]] and go slow to make the game easier. However, successful racing is needed to reach the second loop (you must win the first loop tournament) and to see each character's 1st place ending. While the 1st place ending is the same across both loops, it's a little disappointing to get a bad ending after a successful 2-ALL, so you may want to race in the second loop as well. Plus, racing is fun!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Racing difficulty is not only highly variable per stage and character, but you are at the mercy of the random behavior of rival racers. For example, boosting at the start of the first stage will sometimes launch you ahead of all the other racers, but other times, a rival or two will quickly blast off the top of the screen at high speed and put you in 2nd or 3rd.&lt;br /&gt;
&lt;br /&gt;
Furthermore, even if you boost for the entire race, you may not win if the dreaded '''&amp;quot;repeated pull-away&amp;quot;''' occurs. Every time a rival exits the top of the screen, they gain a burst of speed and it will take at least a few seconds to catch up to them. If you're unlucky, the moment you scroll the rival back onscreen, they will '''immediately pull away''' and exit the top of the screen again, getting another burst of speed. Sometimes this repeats for the entire race and you are forced to take 2nd place (or worse). The only way to counteract this is by bombing the rival during the brief window where they appear at the top of the screen, which may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Despite this, it's possible to consistently win the first loop tournament by a pretty wide margin. Races in the second loop tournament are more difficult, but you can often scrape together enough points to win with some luck and risky play.&lt;br /&gt;
&lt;br /&gt;
Your main tools for winning races are '''boosting''' and '''bombing'''. It's also vital to '''manage your acceleration''' so that you remain at top speed when not boosting.&lt;br /&gt;
&lt;br /&gt;
=== Boosting ===&lt;br /&gt;
&lt;br /&gt;
Recall that if you hold down the fire button for a few seconds, you will stop shooting and get a burst of speed. You can't be slowed down in this state (even if you are bumped, or attempt to use the back or wall brake) and will exceed the normal maximum speed for the stage. &lt;br /&gt;
&lt;br /&gt;
Your performance in races '''mostly depends on how much you boost'''. While rival racers can screw you over as described above, good boost routing will typically get you 1st or 2nd place in most races, at least in the first loop.&lt;br /&gt;
&lt;br /&gt;
Speed while boosting is affected by four factors:&lt;br /&gt;
* The current stage (boosting has a stronger effect on slow stages like Outcast Castle or Deeply Dungeon)&lt;br /&gt;
* Your character choice (each character has different boost stats for each stage)&lt;br /&gt;
* Your bomb count (having less than 4 bombs gives a boost bonus, and having more than 4 gives a boost penalty)&lt;br /&gt;
* Your main shot power level (each power level grants a very slight increase to boost speed)&lt;br /&gt;
&lt;br /&gt;
Boosting can increase speed by up to ~1.67x in the best case (slow stage and max strength boost); a more typical increase is 1.25x. There are extremely rare cases where it will have no effect on speed (weak character stats, minimum shot power, and 7 or more bombs).&lt;br /&gt;
&lt;br /&gt;
For the most part, you don't need to know or worry about the details of boost speed mechanics to win races; the important thing is to boost as much as you can without sacrificing safety. However, understanding the mechanics helps explain why certain characters have a harder time winning certain stages, or why small variances in time can occur even when boosting through an entire stage. See the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section for the precise internal values related to speed and boosting.&lt;br /&gt;
&lt;br /&gt;
=== Bombing ===&lt;br /&gt;
&lt;br /&gt;
Hitting rival racers with a bomb will knock them off the bottom of the screen, and they'll typically take a while to make a comeback, if they do at all. (Though, annoyingly, in some cases they seem to appear back on screen immediately.)&lt;br /&gt;
&lt;br /&gt;
An [[Shippu_Mahou_Daisakusen/Techniques#Opening_bomb|opening bomb]] can essentially guarantee a race win on certain courses. This is your main defense against the repeated pull-away problem; prevent them from pulling away in the first place.&lt;br /&gt;
&lt;br /&gt;
Bombs can also prevent rivals from sneaking ahead mid-race, but using a bomb to take out one or two rivals may be a bit of a waste.&lt;br /&gt;
&lt;br /&gt;
Since bombs are also very useful for survival, you may want to try to win races with boosting only at first, and save your bombs for if you start falling behind in points due to bad luck. On the other hand, you may prefer to build up a buffer of points by using bombs to guarantee wins on the easier courses.&lt;br /&gt;
&lt;br /&gt;
=== Managing acceleration ===&lt;br /&gt;
&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|thumb|220px]]&lt;br /&gt;
When boosting, you will quickly accelerate to your top speed and remain there until you stop boosting. When not boosting (for example, to kill enemies for safety) it's important to manage your acceleration so you stay at the maximum unboosted speed. Rivals will quickly overtake you if you race at suboptimal speeds.&lt;br /&gt;
&lt;br /&gt;
Recall that your character accelerates when in top half of the screen (see diagram). However, once your character reaches the maximum unboosted speed, you can position yourself ''anywhere on the screen'' and maintain your speed. So it's not necessary to stay in the top half at all times, you can just dip in there for long enough to reach the max.&lt;br /&gt;
&lt;br /&gt;
If you get bumped, touch a wall, or touch the back of the screen while not boosting, you will lose speed. Some hazards also lower your speed (e.g. bubbles in Deeply Dungeon, pink wizard shots in Strato Storm). &lt;br /&gt;
If you lose speed by accident, make sure to regain it as quickly as possible. If moving into the top half of the screen is unsafe, you can also stay where you are and charge a boost. Boosting causes you to accelerate very quickly, and you can release the boost as soon as you're at max speed again.&lt;br /&gt;
&lt;br /&gt;
In general, if your goal is to win races, you almost never want to intentionally brake. Most parts of the first loop can be played comfortably at the max unboosted speed once you are familiar with stage layouts and enemy behavior. The second loop has a few sections that are extremely difficult without slowing down, so you may have to plan to lose those races and make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Bumping ===&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Techniques#Manual_rival_knockbacks|Bumping rival racers]] is sometimes useful, though not especially reliable. Ensure you are boosting while you bump rivals so you don't lose speed from the bumping.&lt;br /&gt;
&lt;br /&gt;
At the start of each race, boost and bump the second-place racer downwards. If you're lucky, they'll fall behind and place poorly. This isn't really useful for winning individual races, but is helpful for winning the tournament, as it spreads out rival point gains.&lt;br /&gt;
&lt;br /&gt;
When rivals are near the bottom of the screen, you can sometimes bump them off the bottom, which may cause them to lose speed and fall far behind (similar to how exiting the top of the screen gives them a burst of speed). &lt;br /&gt;
&lt;br /&gt;
== Character strengths and weaknesses ==&lt;br /&gt;
&lt;br /&gt;
When not boosting, all characters share the same maximum speed, defined by which section of the current stage you're in. However, the maximum speed while boosting varies based on both the stage and character. Each character has stages they're &amp;quot;strong&amp;quot; at (good boost speed) and stages they're &amp;quot;weak&amp;quot; at (bad boost speed).&lt;br /&gt;
&lt;br /&gt;
The raw values for each character are documented in the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section of this article, but they don't tell the full story, because boosting has a more significant effect on slower stages. &lt;br /&gt;
&lt;br /&gt;
For example, Gain has a base boost speed of 32 (the worst possible) on Deeply Dungeon, while Bornnam has a base boost speed of 128 (the best possible). The max unboosted speed for the stage is 192, so this means (ignoring other factors) Gain will boost at 224 speed and Bornnam will boost at 320 speed. That means Gain's boost only increases speed by ~1.17x, while Bornnam's boost increases speed by ~1.67x. It is significantly harder to win the race with Gain than with Bornnam as a result.&lt;br /&gt;
&lt;br /&gt;
By contrast, Chitta has 32 on Strato Storm, and Nirvana has 128. The max unboosted speed is 1280, so Chitta will boost at 1312 (1.025x) and Nirvana will boost at 1408 (1.10x). The difference in speed increase is much smaller and as a result Chitta doesn't really suffer much from her poor boost stat here.&lt;br /&gt;
&lt;br /&gt;
For this reason, the tables below rank the character's strengths and weaknesses based on &amp;quot;boost efficiency&amp;quot;: how close the character's boosted speed is to the optimal boost, expressed as a percentage. In the examples above, Bornnam and Nirvana have 100% efficiency, while Gain has 70% efficiency (224/320) and Chitta has ~93.2% efficiency (1312/1408). &lt;br /&gt;
&lt;br /&gt;
The boost efficiency for the character is listed beside each stage name. Efficiency below 90% tends to make it noticeably harder to win the race. &lt;br /&gt;
&lt;br /&gt;
Note: For speedrun purposes, the raw max boost speed may be a more useful metric than boost efficiency, which is meant to measure potential for taking 1st place in races.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Gain-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (97.7%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (70%)&lt;br /&gt;
* '''Outcast Castle''' (87.5%)&lt;br /&gt;
* Cold Corridor (90%)&lt;br /&gt;
* Forest of Dead! (90.6%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Chitta !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Chitta-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Cross Fire (98.6%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Deeply Dungeon (95%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (83.3%)&lt;br /&gt;
* '''Forest of Dead!''' (87.5%)&lt;br /&gt;
* '''Air Circus''' (89.6%)&lt;br /&gt;
* Strato Storm (93.2%)&lt;br /&gt;
|-&lt;br /&gt;
! Miyamoto !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Miyamoto-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Forest of Dead! (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
* Air Circus (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (87.5%)&lt;br /&gt;
* Deeply Dungeon (90%)&lt;br /&gt;
* Cross Fire (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Bornnam !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bornham-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (87.5%)&lt;br /&gt;
* Velmatic Ocean (90%)&lt;br /&gt;
|-&lt;br /&gt;
! Nirvana !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Nirvana-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (85%)&lt;br /&gt;
* '''Cold Corridor''' (85%)&lt;br /&gt;
* Outcast Castle (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Kickle &amp;amp; Laycle !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Kickleandlaycle-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Cross Fire (97.2%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (79.2%)&lt;br /&gt;
* '''Forest of Dead!''' (81.3%)&lt;br /&gt;
* '''Velmatic Ocean''' (87.5%)&lt;br /&gt;
* Cold Corridor (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Honest John !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Honestjohn-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (98.9%)&lt;br /&gt;
* Air Circus (97.9%)&lt;br /&gt;
* Outcast Castle (95.8%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (75%)&lt;br /&gt;
* '''Velmatic Ocean''' (85%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Bul-Gin !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bul-gin-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
* Cold Corridor (97.5%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (75%)&lt;br /&gt;
* '''Deeply Dungeon''' (80%)&lt;br /&gt;
* '''Forest of Dead''' (84.4%)&lt;br /&gt;
* Air Circus (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Individual stage strategy ==&lt;br /&gt;
&lt;br /&gt;
This section describes strategies for placing 1st in each race. On easier courses, or courses where your character has a strong boost, some of the strategies may not be needed to win. Experiment with your character and incorporate the strategies you feel comfortable with. Videos of successful race wins and demonstrations of boosting strategies are included.&lt;br /&gt;
&lt;br /&gt;
It's important to note that you cannot ''guarantee'' 1st place without spending bombs. There's always a chance that a rival will launch ahead of you at the start of the race and stay ahead the entire time. However, even in such unlucky cases, you'll usually at least be able to take 2nd or 3rd and pick up some points. 1st place can often be guaranteed with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, this section assumes you are always going at full speed when not boosting, i.e., no intentional braking to make stage sections easier (and recovering as soon as possible if you accidentally lose speed). Full speed play is the foundation on which you build race wins with boosts and bombs.&lt;br /&gt;
&lt;br /&gt;
=== Basalna City (Stage 1) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
(All characters have equal boost stats for this stage)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/D6aHFJZEhBU Chitta, loop 1, boosting through entire stage]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/_-mhhSQ7KfI Chitta, loop 2, slower strats, boss screen scroll manipulation]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/rV_ki0v47-4?t=19 Chitta, loop 1, a fairly standard run with safe boosting]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is one of the easiest races to win. Once you get ahead of the rival racers, they generally won't be able to catch up as long as you're going at max speed (boosted or unboosted).&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you can get ahead of everyone by boosting at the start, then take it easy for the rest of the race. Sometimes a few racers will pass you at the start, though. You have two options to deal with this:&lt;br /&gt;
* Use an opening bomb to prevent it entirely. This all but guarantees a win, unless your bomb misses some racers and they pull ahead.&lt;br /&gt;
* Boost as much as possible, and hope you overtake everyone that passed you. Sometimes you won't manage 1st if your luck is bad, but this saves a bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start of the stage, until the first dangerous enemies show up.&lt;br /&gt;
* Around when Carpet appears, until dangerous enemies appear again.&lt;br /&gt;
* Shortly before the insect-shaped ship shows up, until the boss. The insect ship is harmless, and the only other threat is a skull ship, which you can fly above (they can only shoot downwards).&lt;br /&gt;
However, the entire stage, including the boss, can be boosted through if needed. &lt;br /&gt;
You'll need to learn where the enemies spawn and where they tend to shoot. If you stay at the top of the screen, the skull ships can only hurt you if they bump you downwards as they're spawning, so the main threat is the purple tanks that fire in your direction. The top left corner is safe most of the time, but not always.&lt;br /&gt;
&lt;br /&gt;
The boss has two attacks: shoulder turrets that fire aimed bullets, and side turrets that shoot a dense spread of destructible bullets. To dodge the destructible bullets while boosting, position yourself either centered below the boss (on top of the dragon's tail) or on the wings by the shoulder turrets (most of the wing area doesn't have a hitbox).&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2''' &lt;br /&gt;
&lt;br /&gt;
The behavior of rival racers is similar, so the race is still fairly easy to win, but boosting for the whole stage becomes more dangerous. It's harder to react to shots from the purple tanks, and the boss can corner you if the turrets use their fast-firing pattern. You may want to unboost and reboost before the boss to do the [[Shippu_Mahou_Daisakusen/Techniques#Manipulate_enemies_through_screen_scoll|screen scrolling manipulation strategy]] for extra safety.&lt;br /&gt;
&lt;br /&gt;
=== Air Circus (Stage 2A) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' High&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Gain, Kickle &amp;amp; Laycle, Honest John&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Bornnam, Chitta, Bul-Gin &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/EhGERTmTMsU Chitta, loop 1, kills boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/JW2ZZQdrZbI Bornnam, loop 1, uses opening bomb, times out boss]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/1RD9iSqlou4 Chitta, loop 2, uses 3 bombs]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/CDuYfqrDRYU?t=91 Miyamoto, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm32130490?from=950 Gain, loop 2, gets 3rd place]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This race can be tough to win. Once the scrolling slows down for the boss fight, rivals will start to catch up to you and there's not much you can do if they pass you. &lt;br /&gt;
Boost aggressively to put distance between you and the rivals before the boss starts. Weak characters have a particularly hard time getting 1st, and might need to get a little lucky with enemy bullets taking out rival racers at the end.&lt;br /&gt;
&lt;br /&gt;
Depending on your overall tournament routing, this may be a good stage to not worry about your placement and try to make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start until enemies appear.&lt;br /&gt;
* Through the gem hallway near the start.&lt;br /&gt;
* Through the stop signs before the open-air section.&lt;br /&gt;
* At the end of the open-air section, up until the boss.&lt;br /&gt;
* After killing the boss, until enemies start spawning.&lt;br /&gt;
However, these are short boosts that may not be enough to get 1st place. &lt;br /&gt;
&lt;br /&gt;
Less obviously, you can safely '''maintain boost through the entire open-air section'''. Sit in the top left corner; the wizards will circle you but rarely fire. When the turtles appear, their first volley of shots will contain one aimed directly at you, which you can tap-dodge downwards, then get back in position. You will need to dodge two shots from the turtles. After the second one, get out of the corner before the stage wall pushes you downwards.&lt;br /&gt;
&lt;br /&gt;
There is a movement pattern (see demonstration videos) that allows you to maintain boost from the start of the stage, past the gem hallway, and up to the large formation of green wizards (where it's recommended you stop boosting and shoot the wizards for safety). After killing the last of the green wizards, you can boost again and carry it through the stop signs and open-air section, up to the boss.&lt;br /&gt;
&lt;br /&gt;
There are two approaches to '''the boss''':&lt;br /&gt;
* Maintain boost as much as possible until the boss times out. You'll need to briefly unboost and shoot when it fires the spread of destructible bullets.&lt;br /&gt;
* Kill the boss quickly, then try to find safe places to boost during the enemy rush afterwards. &lt;br /&gt;
In the enemy rush, the sections without any blue wizards are generally safe to boost in, since the turrets on the walls just shoot aimed bullets that can be misdirected. In the final section with the mix of green and blue wizards, it's reasonably safe just to stay still and let them fire around you. Even if you get bumped by something, it'll often happen after the end-of-stage invincibility has activated.&lt;br /&gt;
 &lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
Rivals catch up faster, and the boost strategy for the open-air section no longer works due to changes in wizard behavior. The boss is a nightmare and will probably force you to dump multiple bombs. Incidentally, dumping multiple bombs is the only real way to fend off rivals when they catch up at the end. It's probably a bad idea to play this stage in the second loop anyways.&lt;br /&gt;
&lt;br /&gt;
=== Velmatic Ocean (Stage 2B) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' Chitta, Nirvana&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' Honest John, Kickle &amp;amp; Laycle, Bornnam&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/fs4MJ1i4C0c Honest John, loop 1, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/hIrbtnXnuQg Chitta, loop 2]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/0lKTvUZF5VE?t=926 Miyamoto, loop 2, uses opening bomb]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.nicovideo.jp/watch/sm41146398?from=910 Bornnam, loop 2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A relatively easy race to win. Rivals will steadily catch up to you if you aren't boosting, but the pirate ship section provides an easy boosting opportunity. Even weak characters can typically win the race as long as nobody pulls ahead at the start, which can be guaranteed with a successful opening bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing'''&lt;br /&gt;
&lt;br /&gt;
'''The pirate ship:''' The easiest and most important boost strategy for this stage. Around the middle, a pirate ship appears. As long as it is not fully destroyed, it will remain onscreen until the boss. Destroy all but one or two turrets, then boost while dodging the occasional aimed bullets. This alone is often enough to win the race.&lt;br /&gt;
&lt;br /&gt;
'''Through the cliff section:''' This is a little trickier. Start boosting after you pass the huts on the beach, and move to the top left corner. It remains safe here for a while, up until the two large black ships switch sides and the green tanks start coming from the cliffs. At this point, move downwards and start shooting (or bomb for safer passage).&lt;br /&gt;
&lt;br /&gt;
'''The boss:''' It's safe to boost for most of the fight, except for the arm-swinging attack that shoots a wide spread of destructible bullets. Switch to shooting when you see him wind up for it. &lt;br /&gt;
&lt;br /&gt;
'''On Loop 2'''&lt;br /&gt;
&lt;br /&gt;
The stage is harder, but the race is still fairly easy. Rivals are a bit faster, and tend to catch up around the start of the pirate ship section if you don't boost before then, but that's exactly the point where you can start boosting safely.&lt;br /&gt;
&lt;br /&gt;
As with many bosses on the second loop, the arm-swinging attack now features a mix of destructible and normal bullets, so shooting through it no longer works. Instead, dodge it by flying close to the boss and staying directly centered under him. This is much harder, but on the plus side, it allows you to stay boosted for the entire fight.&lt;br /&gt;
&lt;br /&gt;
TODO (remaining stages)&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum and minimum unboosted speed values for each section of each stage. Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This is why boosting has a more significant effect on slow stages.&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed '''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37672</id>
		<title>Shippu Mahou Daisakusen/Racing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37672"/>
		<updated>2026-04-04T23:09:24Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Stage 1 strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players [[Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberately ignore it]] and go slow to make the game easier. However, successful racing is needed to reach the second loop (you must win the first loop tournament) and to see each character's 1st place ending. While the 1st place ending is the same across both loops, it's a little disappointing to get a bad ending after a successful 2-ALL, so you may want to race in the second loop as well. Plus, racing is fun!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Racing difficulty is not only highly variable per stage and character, but you are at the mercy of the random behavior of rival racers. For example, boosting at the start of the first stage will sometimes launch you ahead of all the other racers, but other times, a rival or two will quickly blast off the top of the screen at high speed and put you in 2nd or 3rd.&lt;br /&gt;
&lt;br /&gt;
Furthermore, even if you boost for the entire race, you may not win if the dreaded '''&amp;quot;repeated pull-away&amp;quot;''' occurs. Every time a rival exits the top of the screen, they gain a burst of speed and it will take at least a few seconds to catch up to them. If you're unlucky, the moment you scroll the rival back onscreen, they will '''immediately pull away''' and exit the top of the screen again, getting another burst of speed. Sometimes this repeats for the entire race and you are forced to take 2nd place (or worse). The only way to counteract this is by bombing the rival during the brief window where they appear at the top of the screen, which may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Despite this, it's possible to consistently win the first loop tournament by a pretty wide margin. Races in the second loop tournament are more difficult, but you can often scrape together enough points to win with some luck and risky play.&lt;br /&gt;
&lt;br /&gt;
Your main tools for winning races are '''boosting''' and '''bombing'''. It's also vital to '''manage your acceleration''' so that you remain at top speed when not boosting.&lt;br /&gt;
&lt;br /&gt;
=== Boosting ===&lt;br /&gt;
&lt;br /&gt;
Recall that if you hold down the fire button for a few seconds, you will stop shooting and get a burst of speed. You can't be slowed down in this state (even if you are bumped, or attempt to use the back or wall brake) and will exceed the normal maximum speed for the stage. &lt;br /&gt;
&lt;br /&gt;
Your performance in races '''mostly depends on how much you boost'''. While rival racers can screw you over as described above, good boost routing will typically get you 1st or 2nd place in most races, at least in the first loop.&lt;br /&gt;
&lt;br /&gt;
Speed while boosting is affected by four factors:&lt;br /&gt;
* The current stage (boosting has a stronger effect on slow stages like Outcast Castle or Deeply Dungeon)&lt;br /&gt;
* Your character choice (each character has different boost stats for each stage)&lt;br /&gt;
* Your bomb count (having less than 4 bombs gives a boost bonus, and having more than 4 gives a boost penalty)&lt;br /&gt;
* Your main shot power level (each power level grants a very slight increase to boost speed)&lt;br /&gt;
&lt;br /&gt;
Boosting can increase speed by up to ~1.67x in the best case (slow stage and max strength boost); a more typical increase is 1.25x. There are extremely rare cases where it will have no effect on speed (weak character stats, minimum shot power, and 7 or more bombs).&lt;br /&gt;
&lt;br /&gt;
For the most part, you don't need to know or worry about the details of boost speed mechanics to win races; the important thing is to boost as much as you can without sacrificing safety. However, understanding the mechanics helps explain why certain characters have a harder time winning certain stages, or why small variances in time can occur even when boosting through an entire stage. See the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section for the precise internal values related to speed and boosting.&lt;br /&gt;
&lt;br /&gt;
=== Bombing ===&lt;br /&gt;
&lt;br /&gt;
Hitting rival racers with a bomb will knock them off the bottom of the screen, and they'll typically take a while to make a comeback, if they do at all. (Though, annoyingly, in some cases they seem to appear back on screen immediately.)&lt;br /&gt;
&lt;br /&gt;
An [[Shippu_Mahou_Daisakusen/Techniques#Opening_bomb|opening bomb]] can essentially guarantee a race win on certain courses. This is your main defense against the repeated pull-away problem; prevent them from pulling away in the first place.&lt;br /&gt;
&lt;br /&gt;
Bombs can also prevent rivals from sneaking ahead mid-race, but using a bomb to take out one or two rivals may be a bit of a waste.&lt;br /&gt;
&lt;br /&gt;
Since bombs are also very useful for survival, you may want to try to win races with boosting only at first, and save your bombs for if you start falling behind in points due to bad luck. On the other hand, you may prefer to build up a buffer of points by using bombs to guarantee wins on the easier courses.&lt;br /&gt;
&lt;br /&gt;
=== Managing acceleration ===&lt;br /&gt;
&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|thumb|220px]]&lt;br /&gt;
When boosting, you will quickly accelerate to your top speed and remain there until you stop boosting. When not boosting (for example, to kill enemies for safety) it's important to manage your acceleration so you stay at the maximum unboosted speed. Rivals will quickly overtake you if you race at suboptimal speeds.&lt;br /&gt;
&lt;br /&gt;
Recall that your character accelerates when in top half of the screen (see diagram). However, once your character reaches the maximum unboosted speed, you can position yourself ''anywhere on the screen'' and maintain your speed. So it's not necessary to stay in the top half at all times, you can just dip in there for long enough to reach the max.&lt;br /&gt;
&lt;br /&gt;
If you get bumped, touch a wall, or touch the back of the screen while not boosting, you will lose speed. Some hazards also lower your speed (e.g. bubbles in Deeply Dungeon, pink wizard shots in Strato Storm). &lt;br /&gt;
If you lose speed by accident, make sure to regain it as quickly as possible. If moving into the top half of the screen is unsafe, you can also stay where you are and charge a boost. Boosting causes you to accelerate very quickly, and you can release the boost as soon as you're at max speed again.&lt;br /&gt;
&lt;br /&gt;
In general, if your goal is to win races, you almost never want to intentionally brake. Most parts of the first loop can be played comfortably at the max unboosted speed once you are familiar with stage layouts and enemy behavior. The second loop has a few sections that are extremely difficult without slowing down, so you may have to plan to lose those races and make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Bumping ===&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Techniques#Manual_rival_knockbacks|Bumping rival racers]] is sometimes useful, though not especially reliable. Ensure you are boosting while you bump rivals so you don't lose speed from the bumping.&lt;br /&gt;
&lt;br /&gt;
At the start of each race, boost and bump the second-place racer downwards. If you're lucky, they'll fall behind and place poorly. This isn't really useful for winning individual races, but is helpful for winning the tournament, as it spreads out rival point gains.&lt;br /&gt;
&lt;br /&gt;
When rivals are near the bottom of the screen, you can sometimes bump them off the bottom, which may cause them to lose speed and fall far behind (similar to how exiting the top of the screen gives them a burst of speed). &lt;br /&gt;
&lt;br /&gt;
== Character strengths and weaknesses ==&lt;br /&gt;
&lt;br /&gt;
When not boosting, all characters share the same maximum speed, defined by which section of the current stage you're in. However, the maximum speed while boosting varies based on both the stage and character. Each character has stages they're &amp;quot;strong&amp;quot; at (good boost speed) and stages they're &amp;quot;weak&amp;quot; at (bad boost speed).&lt;br /&gt;
&lt;br /&gt;
The raw values for each character are documented in the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section of this article, but they don't tell the full story, because boosting has a more significant effect on slower stages. &lt;br /&gt;
&lt;br /&gt;
For example, Gain has a base boost speed of 32 (the worst possible) on Deeply Dungeon, while Bornnam has a base boost speed of 128 (the best possible). The max unboosted speed for the stage is 192, so this means (ignoring other factors) Gain will boost at 224 speed and Bornnam will boost at 320 speed. That means Gain's boost only increases speed by ~1.17x, while Bornnam's boost increases speed by ~1.67x. It is significantly harder to win the race with Gain than with Bornnam as a result.&lt;br /&gt;
&lt;br /&gt;
By contrast, Chitta has 32 on Strato Storm, and Nirvana has 128. The max unboosted speed is 1280, so Chitta will boost at 1312 (1.025x) and Nirvana will boost at 1408 (1.10x). The difference in speed increase is much smaller and as a result Chitta doesn't really suffer much from her poor boost stat here.&lt;br /&gt;
&lt;br /&gt;
For this reason, the tables below rank the character's strengths and weaknesses based on &amp;quot;boost efficiency&amp;quot;: how close the character's boosted speed is to the optimal boost, expressed as a percentage. In the examples above, Bornnam and Nirvana have 100% efficiency, while Gain has 70% efficiency (224/320) and Chitta has ~93.2% efficiency (1312/1408). &lt;br /&gt;
&lt;br /&gt;
The boost efficiency for the character is listed beside each stage name. Efficiency below 90% tends to make it noticeably harder to win the race. &lt;br /&gt;
&lt;br /&gt;
Note: For speedrun purposes, the raw max boost speed may be a more useful metric than boost efficiency, which is meant to measure potential for taking 1st place in races.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Gain-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (97.7%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (70%)&lt;br /&gt;
* '''Outcast Castle''' (87.5%)&lt;br /&gt;
* Cold Corridor (90%)&lt;br /&gt;
* Forest of Dead! (90.6%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Chitta !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Chitta-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Cross Fire (98.6%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Deeply Dungeon (95%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (83.3%)&lt;br /&gt;
* '''Forest of Dead!''' (87.5%)&lt;br /&gt;
* '''Air Circus''' (89.6%)&lt;br /&gt;
* Strato Storm (93.2%)&lt;br /&gt;
|-&lt;br /&gt;
! Miyamoto !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Miyamoto-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Forest of Dead! (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
* Air Circus (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (87.5%)&lt;br /&gt;
* Deeply Dungeon (90%)&lt;br /&gt;
* Cross Fire (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Bornnam !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bornham-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (87.5%)&lt;br /&gt;
* Velmatic Ocean (90%)&lt;br /&gt;
|-&lt;br /&gt;
! Nirvana !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Nirvana-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (85%)&lt;br /&gt;
* '''Cold Corridor''' (85%)&lt;br /&gt;
* Outcast Castle (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Kickle &amp;amp; Laycle !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Kickleandlaycle-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Cross Fire (97.2%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (79.2%)&lt;br /&gt;
* '''Forest of Dead!''' (81.3%)&lt;br /&gt;
* '''Velmatic Ocean''' (87.5%)&lt;br /&gt;
* Cold Corridor (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Honest John !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Honestjohn-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (98.9%)&lt;br /&gt;
* Air Circus (97.9%)&lt;br /&gt;
* Outcast Castle (95.8%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (75%)&lt;br /&gt;
* '''Velmatic Ocean''' (85%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Bul-Gin !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bul-gin-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
* Cold Corridor (97.5%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (75%)&lt;br /&gt;
* '''Deeply Dungeon''' (80%)&lt;br /&gt;
* '''Forest of Dead''' (84.4%)&lt;br /&gt;
* Air Circus (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Individual stage strategy ==&lt;br /&gt;
&lt;br /&gt;
This section describes strategies for placing 1st in each race. On easier courses, or courses where your character has a strong boost, some of the strategies may not be needed to win. Experiment with your character and incorporate the strategies you feel comfortable with. Videos of successful race wins and demonstrations of boosting strategies are included.&lt;br /&gt;
&lt;br /&gt;
It's important to note that you cannot ''guarantee'' 1st place without spending bombs. There's always a chance that a rival will launch ahead of you at the start of the race and stay ahead the entire time. However, even in such unlucky cases, you'll usually at least be able to take 2nd or 3rd and pick up some points. 1st place can often be guaranteed with an opening bomb.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, this section assumes you are always going at full speed when not boosting, i.e., no intentional braking to make stage sections easier (and recovering as soon as possible if you accidentally lose speed). Full speed play is the foundation on which you build race wins with boosts and bombs.&lt;br /&gt;
&lt;br /&gt;
=== Basalna City (Stage 1) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
'''Racing difficulty:''' Low&amp;lt;br&amp;gt;&lt;br /&gt;
'''Strong characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weak characters:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
(All characters have equal boost stats for this stage)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Demonstrations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/D6aHFJZEhBU Chitta, loop 1, boosting through entire stage]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/_-mhhSQ7KfI Chitta, loop 2, slower strats, boss screen scroll manipulation]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Clips from runs:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/rV_ki0v47-4?t=19 Chitta, loop 1, a fairly standard run with safe boosting]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is one of the easiest races to win. Once you get ahead of the rival racers, they generally won't be able to catch up as long as you're going at max speed (boosted or unboosted).&lt;br /&gt;
&lt;br /&gt;
If you're lucky, you can get ahead of everyone by boosting at the start, then take it easy for the rest of the race. Sometimes a few racers will pass you at the start, though. You have two options to deal with this:&lt;br /&gt;
* Use an opening bomb to prevent it entirely. This all but guarantees a win, unless your bomb misses some racers and they pull ahead.&lt;br /&gt;
* Boost as much as possible, and hope you overtake everyone that passed you. Sometimes you won't manage 1st if your luck is bad, but this saves a bomb.&lt;br /&gt;
&lt;br /&gt;
'''Boost Routing''' &lt;br /&gt;
&lt;br /&gt;
The safest places to boost are:&lt;br /&gt;
* From the start of the stage, until the first dangerous enemies show up.&lt;br /&gt;
* Around when Carpet appears, until dangerous enemies appear again.&lt;br /&gt;
* Shortly before the insect-shaped ship shows up, until the boss. The insect ship is harmless, and the only other threat is a skull ship, which you can fly above (they can only shoot downwards).&lt;br /&gt;
However, the entire stage, including the boss, can be boosted through if needed. &lt;br /&gt;
You'll need to learn where the enemies spawn and where they tend to shoot. If you stay at the top of the screen, the skull ships can only hurt you if they bump you downwards as they're spawning, so the main threat is the purple tanks that fire in your direction. The top left corner is safe most of the time, but not always.&lt;br /&gt;
&lt;br /&gt;
The boss has two attacks: shoulder turrets that fire aimed bullets, and side turrets that shoot a dense spread of destructible bullets. To dodge the destructible bullets while boosting, position yourself either centered below the boss (on top of the dragon's tail) or on the wings by the shoulder turrets (most of the wing area doesn't have a hitbox).&lt;br /&gt;
&lt;br /&gt;
'''On Loop 2''' &lt;br /&gt;
&lt;br /&gt;
The behavior of rival racers is similar, so the race is still fairly easy to win, but boosting for the whole stage becomes more dangerous. It's harder to react to shots from the purple tanks, and the boss can corner you if the turrets use their fast-firing pattern. You may want to unboost and reboost before the boss to do the [[Shippu_Mahou_Daisakusen/Techniques#Manipulate_enemies_through_screen_scoll|screen scrolling manipulation strategy]] for extra safety.&lt;br /&gt;
&lt;br /&gt;
TODO (remaining stages)&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum and minimum unboosted speed values for each section of each stage. Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This is why boosting has a more significant effect on slow stages.&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed '''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37651</id>
		<title>Shippu Mahou Daisakusen/Racing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37651"/>
		<updated>2026-04-03T22:47:06Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players [[Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberately ignore it]] and go slow to make the game easier. However, successful racing is needed to reach the second loop (you must win the first loop tournament) and to see each character's 1st place ending. While the 1st place ending is the same across both loops, it's a little disappointing to get a bad ending after a successful 2-ALL, so you may want to race in the second loop as well. Plus, racing is fun!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Racing difficulty is not only highly variable per stage and character, but you are at the mercy of the random behavior of rival racers. For example, boosting at the start of the first stage will sometimes launch you ahead of all the other racers, but other times, a rival or two will quickly blast off the top of the screen at high speed and put you in 2nd or 3rd.&lt;br /&gt;
&lt;br /&gt;
Furthermore, even if you boost for the entire race, you may not win if the dreaded '''&amp;quot;repeated pull-away&amp;quot;''' occurs. Every time a rival exits the top of the screen, they gain a burst of speed and it will take at least a few seconds to catch up to them. If you're unlucky, the moment you scroll the rival back onscreen, they will '''immediately pull away''' and exit the top of the screen again, getting another burst of speed. Sometimes this repeats for the entire race and you are forced to take 2nd place (or worse). The only way to counteract this is by bombing the rival during the brief window where they appear at the top of the screen, which may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Despite this, it's possible to consistently win the first loop tournament by a pretty wide margin. Races in the second loop tournament are more difficult, but you can often scrape together enough points to win with some luck and risky play.&lt;br /&gt;
&lt;br /&gt;
Your main tools for winning races are '''boosting''' and '''bombing'''. It's also vital to '''manage your acceleration''' so that you remain at top speed when not boosting.&lt;br /&gt;
&lt;br /&gt;
=== Boosting ===&lt;br /&gt;
&lt;br /&gt;
Recall that if you hold down the fire button for a few seconds, you will stop shooting and get a burst of speed. You can't be slowed down in this state (even if you are bumped, or attempt to use the back or wall brake) and will exceed the normal maximum speed for the stage. &lt;br /&gt;
&lt;br /&gt;
Your performance in races '''mostly depends on how much you boost'''. While rival racers can screw you over as described above, good boost routing will typically get you 1st or 2nd place in most races, at least in the first loop.&lt;br /&gt;
&lt;br /&gt;
Speed while boosting is affected by four factors:&lt;br /&gt;
* The current stage (boosting has a stronger effect on slow stages like Outcast Castle or Deeply Dungeon)&lt;br /&gt;
* Your character choice (each character has different boost stats for each stage)&lt;br /&gt;
* Your bomb count (having less than 4 bombs gives a boost bonus, and having more than 4 gives a boost penalty)&lt;br /&gt;
* Your main shot power level (each power level grants a very slight increase to boost speed)&lt;br /&gt;
&lt;br /&gt;
Boosting can increase speed by up to ~1.67x in the best case (slow stage and max strength boost); a more typical increase is 1.25x. There are extremely rare cases where it will have no effect on speed (weak character stats, minimum shot power, and 7 or more bombs).&lt;br /&gt;
&lt;br /&gt;
For the most part, you don't need to know or worry about the details of boost speed mechanics to win races; the important thing is to boost as much as you can without sacrificing safety. However, understanding the mechanics helps explain why certain characters have a harder time winning certain stages, or why small variances in time can occur even when boosting through an entire stage. See the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section for the precise internal values related to speed and boosting.&lt;br /&gt;
&lt;br /&gt;
=== Bombing ===&lt;br /&gt;
&lt;br /&gt;
Hitting rival racers with a bomb will knock them off the bottom of the screen, and they'll typically take a while to make a comeback, if they do at all. (Though, annoyingly, in some cases they seem to appear back on screen immediately.)&lt;br /&gt;
&lt;br /&gt;
An [[Shippu_Mahou_Daisakusen/Techniques#Opening_bomb|opening bomb]] can essentially guarantee a race win on certain courses. This is your main defense against the repeated pull-away problem; prevent them from pulling away in the first place.&lt;br /&gt;
&lt;br /&gt;
Bombs can also prevent rivals from sneaking ahead mid-race, but using a bomb to take out one or two rivals may be a bit of a waste.&lt;br /&gt;
&lt;br /&gt;
Since bombs are also very useful for survival, you may want to try to win races with boosting only at first, and save your bombs for if you start falling behind in points due to bad luck. On the other hand, you may prefer to build up a buffer of points by using bombs to guarantee wins on the easier courses.&lt;br /&gt;
&lt;br /&gt;
=== Managing acceleration ===&lt;br /&gt;
&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|thumb|220px]]&lt;br /&gt;
When boosting, you will quickly accelerate to your top speed and remain there until you stop boosting. When not boosting (for example, to kill enemies for safety) it's important to manage your acceleration so you stay at the maximum unboosted speed. Rivals will quickly overtake you if you race at suboptimal speeds.&lt;br /&gt;
&lt;br /&gt;
Recall that your character accelerates when in top half of the screen (see diagram). However, once your character reaches the maximum unboosted speed, you can position yourself ''anywhere on the screen'' and maintain your speed. So it's not necessary to stay in the top half at all times, you can just dip in there for long enough to reach the max.&lt;br /&gt;
&lt;br /&gt;
If you get bumped, touch a wall, or touch the back of the screen while not boosting, you will lose speed. Some hazards also lower your speed (e.g. bubbles in Deeply Dungeon, pink wizard shots in Strato Storm). &lt;br /&gt;
If you lose speed by accident, make sure to regain it as quickly as possible. If moving into the top half of the screen is unsafe, you can also stay where you are and charge a boost. Boosting causes you to accelerate very quickly, and you can release the boost as soon as you're at max speed again.&lt;br /&gt;
&lt;br /&gt;
In general, if your goal is to win races, you almost never want to intentionally brake. Most parts of the first loop can be played comfortably at the max unboosted speed once you are familiar with stage layouts and enemy behavior. The second loop has a few sections that are extremely difficult without slowing down, so you may have to plan to lose those races and make up the points elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Bumping ===&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Techniques#Manual_rival_knockbacks|Bumping rival racers]] is sometimes useful, though not especially reliable. Ensure you are boosting while you bump rivals so you don't lose speed from the bumping.&lt;br /&gt;
&lt;br /&gt;
At the start of each race, boost and bump the second-place racer downwards. If you're lucky, they'll fall behind and place poorly. This isn't really useful for winning individual races, but is helpful for winning the tournament, as it spreads out rival point gains.&lt;br /&gt;
&lt;br /&gt;
When rivals are near the bottom of the screen, you can sometimes bump them off the bottom, which may cause them to lose speed and fall far behind (similar to how exiting the top of the screen gives them a burst of speed). &lt;br /&gt;
&lt;br /&gt;
== Character strengths and weaknesses ==&lt;br /&gt;
&lt;br /&gt;
When not boosting, all characters share the same maximum speed, defined by which section of the current stage you're in. However, the maximum speed while boosting varies based on both the stage and character. Each character has stages they're &amp;quot;strong&amp;quot; at (good boost speed) and stages they're &amp;quot;weak&amp;quot; at (bad boost speed).&lt;br /&gt;
&lt;br /&gt;
The raw values for each character are documented in the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section of this article, but they don't tell the full story, because boosting has a more significant effect on slower stages. &lt;br /&gt;
&lt;br /&gt;
For example, Gain has a base boost speed of 32 (the worst possible) on Deeply Dungeon, while Bornnam has a base boost speed of 128 (the best possible). The max unboosted speed for the stage is 192, so this means (ignoring other factors) Gain will boost at 224 speed and Bornnam will boost at 320 speed. That means Gain's boost only increases speed by ~1.17x, while Bornnam's boost increases speed by ~1.67x. It is significantly harder to win the race with Gain than with Bornnam as a result.&lt;br /&gt;
&lt;br /&gt;
By contrast, Chitta has 32 on Strato Storm, and Nirvana has 128. The max unboosted speed is 1280, so Chitta will boost at 1312 (1.025x) and Nirvana will boost at 1408 (1.10x). The difference in speed increase is much smaller and as a result Chitta doesn't really suffer much from her poor boost stat here.&lt;br /&gt;
&lt;br /&gt;
For this reason, the tables below rank the character's strengths and weaknesses based on &amp;quot;boost efficiency&amp;quot;: how close the character's boosted speed is to the optimal boost, expressed as a percentage. In the examples above, Bornnam and Nirvana have 100% efficiency, while Gain has 70% efficiency (224/320) and Chitta has ~93.2% efficiency (1312/1408). &lt;br /&gt;
&lt;br /&gt;
The boost efficiency for the character is listed beside each stage name. Efficiency below 90% tends to make it noticeably harder to win the race. &lt;br /&gt;
&lt;br /&gt;
Note: For speedrun purposes, the raw max boost speed may be a more useful metric than boost efficiency, which is meant to measure potential for taking 1st place in races.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Gain-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (97.7%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (70%)&lt;br /&gt;
* '''Outcast Castle''' (87.5%)&lt;br /&gt;
* Cold Corridor (90%)&lt;br /&gt;
* Forest of Dead! (90.6%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Chitta !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Chitta-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Cross Fire (98.6%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Deeply Dungeon (95%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (83.3%)&lt;br /&gt;
* '''Forest of Dead!''' (87.5%)&lt;br /&gt;
* '''Air Circus''' (89.6%)&lt;br /&gt;
* Strato Storm (93.2%)&lt;br /&gt;
|-&lt;br /&gt;
! Miyamoto !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Miyamoto-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Forest of Dead! (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
* Air Circus (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (87.5%)&lt;br /&gt;
* Deeply Dungeon (90%)&lt;br /&gt;
* Cross Fire (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Bornnam !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bornham-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (87.5%)&lt;br /&gt;
* Velmatic Ocean (90%)&lt;br /&gt;
|-&lt;br /&gt;
! Nirvana !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Nirvana-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (85%)&lt;br /&gt;
* '''Cold Corridor''' (85%)&lt;br /&gt;
* Outcast Castle (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Kickle &amp;amp; Laycle !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Kickleandlaycle-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Cross Fire (97.2%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (79.2%)&lt;br /&gt;
* '''Forest of Dead!''' (81.3%)&lt;br /&gt;
* '''Velmatic Ocean''' (87.5%)&lt;br /&gt;
* Cold Corridor (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Honest John !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Honestjohn-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (98.9%)&lt;br /&gt;
* Air Circus (97.9%)&lt;br /&gt;
* Outcast Castle (95.8%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (75%)&lt;br /&gt;
* '''Velmatic Ocean''' (85%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Bul-Gin !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bul-gin-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
* Cold Corridor (97.5%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (75%)&lt;br /&gt;
* '''Deeply Dungeon''' (80%)&lt;br /&gt;
* '''Forest of Dead''' (84.4%)&lt;br /&gt;
* Air Circus (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Individual stage strategy ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum and minimum unboosted speed values for each section of each stage. Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This is why boosting has a more significant effect on slow stages.&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed '''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37650</id>
		<title>Shippu Mahou Daisakusen/Racing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37650"/>
		<updated>2026-04-03T22:17:22Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Character section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players [[Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberately ignore it]] and go slow to make the game easier. However, successful racing is needed to reach the second loop (you must win the first loop tournament) and to see each character's 1st place ending. While the 1st place ending is the same across both loops, it's a little disappointing to get a bad ending after a successful 2-ALL, so you may want to race in the second loop as well. Plus, racing is fun!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Racing difficulty is not only highly variable per stage and character, but you are at the mercy of the random behavior of rival racers. For example, boosting at the start of the first stage will sometimes launch you ahead of all the other racers, but other times, a rival or two will quickly blast off the top of the screen at high speed and put you in 2nd or 3rd.&lt;br /&gt;
&lt;br /&gt;
Furthermore, even if you boost for the entire race, you may not win if the dreaded '''&amp;quot;repeated pull-away&amp;quot;''' occurs. Every time a rival exits the top of the screen, they gain a burst of speed and it will take at least a few seconds to catch up to them. If you're unlucky, the moment you scroll the rival back onscreen, they will '''immediately pull away''' and exit the top of the screen again, getting another burst of speed. Sometimes this repeats for the entire race and you are forced to take 2nd place (or worse). The only way to counteract this is by bombing the rival during the brief window where they appear at the top of the screen, which may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Despite this, it's possible to consistently win the first loop tournament by a pretty wide margin. Races in the second loop tournament are more difficult, but you can often scrape together enough points to win with some luck and risky play.&lt;br /&gt;
&lt;br /&gt;
Your main tools for winning races are '''boosting''' and '''bombing'''.&lt;br /&gt;
&lt;br /&gt;
=== Boosting ===&lt;br /&gt;
&lt;br /&gt;
Recall that if you hold down the fire button for a few seconds, you will stop shooting and get a burst of speed. You can't be slowed down in this state (even if you are bumped, or attempt to use the back or wall brake) and will exceed the normal maximum speed for the stage. &lt;br /&gt;
&lt;br /&gt;
Your performance in races '''mostly depends on how much you boost'''. While rival racers can screw you over as described above, good boost routing will typically get you 1st or 2nd place in most races, at least in the first loop.&lt;br /&gt;
&lt;br /&gt;
Speed while boosting is affected by four factors:&lt;br /&gt;
* The current stage (boosting has a stronger effect on slow stages like Outcast Castle or Deeply Dungeon)&lt;br /&gt;
* Your character choice (each character has different boost stats for each stage)&lt;br /&gt;
* Your bomb count (having less than 4 bombs gives a boost bonus, and having more than 4 gives a boost penalty)&lt;br /&gt;
* Your main shot power level (each power level grants a very slight increase to boost speed)&lt;br /&gt;
&lt;br /&gt;
Boosting can increase speed by up to ~1.67x in the best case (slow stage and max strength boost); a more typical increase is 1.25x. There are extremely rare cases where it will have no effect on speed (weak character stats, minimum shot power, and 7 or more bombs).&lt;br /&gt;
&lt;br /&gt;
For the most part, you don't need to know or worry about the details of boost speed mechanics to win races; the important thing is to boost as much as you can without sacrificing safety. However, understanding the mechanics helps explain why certain characters have a harder time winning certain stages, or why small variances in time can occur even when boosting through an entire stage. See the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section for the precise internal values related to speed and boosting.&lt;br /&gt;
&lt;br /&gt;
=== Bombing ===&lt;br /&gt;
&lt;br /&gt;
Hitting rival racers with a bomb will knock them off the bottom of the screen, and they'll typically take a while to make a comeback, if they do at all. (Though, annoyingly, in some cases they seem to appear back on screen immediately.)&lt;br /&gt;
&lt;br /&gt;
An [[Shippu_Mahou_Daisakusen/Techniques#Opening_bomb|opening bomb]] can essentially guarantee a race win on certain courses. This is your main defense against the repeated pull-away problem; prevent them from pulling away in the first place.&lt;br /&gt;
&lt;br /&gt;
Bombs can also prevent rivals from sneaking ahead mid-race, but using a bomb to take out one or two rivals may be a bit of a waste.&lt;br /&gt;
&lt;br /&gt;
Since bombs are also very useful for survival, you may want to try to win races with boosting only at first, and save your bombs for if you start falling behind in points due to bad luck. On the other hand, you may prefer to build up a buffer of points by using bombs to guarantee wins on the easier courses.&lt;br /&gt;
&lt;br /&gt;
=== Bumping ===&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Techniques#Manual_rival_knockbacks|Bumping rival racers]] is also sometimes useful, though not especially reliable. Ensure you are boosting while you bump rivals so you don't lose speed from the bumping.&lt;br /&gt;
&lt;br /&gt;
At the start of each race, boost and bump the second-place racer downwards. If you're lucky, they'll fall behind and place poorly. This isn't really useful for winning individual races, but is helpful for winning the tournament, as it spreads out rival point gains.&lt;br /&gt;
&lt;br /&gt;
When rivals are near the bottom of the screen, you can sometimes bump them off the bottom, which may cause them to lose speed and fall far behind (similar to how exiting the top of the screen gives them a burst of speed). &lt;br /&gt;
&lt;br /&gt;
== Character strengths and weaknesses ==&lt;br /&gt;
&lt;br /&gt;
When not boosting, all characters share the same maximum speed, defined by which section of the current stage you're in. However, the maximum speed while boosting varies based on both the stage and character. Each character has stages they're &amp;quot;strong&amp;quot; at (good boost speed) and stages they're &amp;quot;weak&amp;quot; at (bad boost speed).&lt;br /&gt;
&lt;br /&gt;
The raw values for each character are documented in the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section of this article, but they don't tell the full story, because boosting has a more significant effect on slower stages. &lt;br /&gt;
&lt;br /&gt;
For example, Gain has a base boost speed of 32 (the worst possible) on Deeply Dungeon, while Bornnam has a base boost speed of 128 (the best possible). The max unboosted speed for the stage is 192, so this means (ignoring other factors) Gain will boost at 224 speed and Bornnam will boost at 320 speed. That means Gain's boost only increases speed by ~1.17x, while Bornnam's boost increases speed by ~1.67x. It is significantly harder to win the race with Gain than with Bornnam as a result.&lt;br /&gt;
&lt;br /&gt;
By contrast, Chitta has 32 on Strato Storm, and Nirvana has 128. The max unboosted speed is 1280, so Chitta will boost at 1312 (1.025x) and Nirvana will boost at 1408 (1.10x). The difference in speed increase is much smaller and as a result Chitta doesn't really suffer much from her poor boost stat here.&lt;br /&gt;
&lt;br /&gt;
For this reason, the tables below rank the character's strengths and weaknesses based on &amp;quot;boost efficiency&amp;quot;: how close the character's boosted speed is to the optimal boost, expressed as a percentage. In the examples above, Bornnam and Nirvana have 100% efficiency, while Gain has 70% efficiency (224/320) and Chitta has ~93.2% efficiency (1312/1408). &lt;br /&gt;
&lt;br /&gt;
The boost efficiency for the character is listed beside each stage name. Efficiency below 90% tends to make it noticeably harder to win the race. &lt;br /&gt;
&lt;br /&gt;
Note: For speedrun purposes, the raw max boost speed may be a more useful metric than boost efficiency, which is meant to measure potential for taking 1st place in races.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Gain-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (97.7%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (70%)&lt;br /&gt;
* '''Outcast Castle''' (87.5%)&lt;br /&gt;
* Cold Corridor (90%)&lt;br /&gt;
* Forest of Dead! (90.6%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Chitta !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Chitta-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Cross Fire (98.6%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Deeply Dungeon (95%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (83.3%)&lt;br /&gt;
* '''Forest of Dead!''' (87.5%)&lt;br /&gt;
* '''Air Circus''' (89.6%)&lt;br /&gt;
* Strato Storm (93.2%)&lt;br /&gt;
|-&lt;br /&gt;
! Miyamoto !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Miyamoto-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Forest of Dead! (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
* Air Circus (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (87.5%)&lt;br /&gt;
* Deeply Dungeon (90%)&lt;br /&gt;
* Cross Fire (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Bornnam !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bornham-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Yashiki of Ninja''' (100%)&lt;br /&gt;
* Kobolds Tower (96.9%)&lt;br /&gt;
* Strato Storm (96.6%)&lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (87.5%)&lt;br /&gt;
* Velmatic Ocean (90%)&lt;br /&gt;
|-&lt;br /&gt;
! Nirvana !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Nirvana-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Velmatic Ocean''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (85%)&lt;br /&gt;
* '''Cold Corridor''' (85%)&lt;br /&gt;
* Outcast Castle (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
|-&lt;br /&gt;
! Kickle &amp;amp; Laycle !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Kickleandlaycle-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Air Circus''' (100%)&lt;br /&gt;
* '''Deeply Dungeon''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Cross Fire (97.2%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (79.2%)&lt;br /&gt;
* '''Forest of Dead!''' (81.3%)&lt;br /&gt;
* '''Velmatic Ocean''' (87.5%)&lt;br /&gt;
* Cold Corridor (92.5%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Honest John !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Honestjohn-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cold Corridor''' (100%)&lt;br /&gt;
* '''Forest of Dead!''' (100%)&lt;br /&gt;
* '''Kingdom Grandprix''' (100%)&lt;br /&gt;
* Strato Storm (98.9%)&lt;br /&gt;
* Air Circus (97.9%)&lt;br /&gt;
* Outcast Castle (95.8%)&lt;br /&gt;
* Yashiki of Ninja (95.8%)&lt;br /&gt;
||&lt;br /&gt;
* '''Deeply Dungeon''' (75%)&lt;br /&gt;
* '''Velmatic Ocean''' (85%)&lt;br /&gt;
* Kobolds Tower (93.8%)&lt;br /&gt;
|-&lt;br /&gt;
! Bul-Gin !! Strong at !! Weak at&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
|  [[Image:Bul-gin-160px.png|90px]] &lt;br /&gt;
||&lt;br /&gt;
* '''Cross Fire''' (100%)&lt;br /&gt;
* '''Strato Storm''' (100%)&lt;br /&gt;
* '''Kobolds Tower''' (100%)&lt;br /&gt;
* Kingdom Grandprix (98.2%)&lt;br /&gt;
* Cold Corridor (97.5%)&lt;br /&gt;
||&lt;br /&gt;
* '''Outcast Castle''' (75%)&lt;br /&gt;
* '''Deeply Dungeon''' (80%)&lt;br /&gt;
* '''Forest of Dead''' (84.4%)&lt;br /&gt;
* Air Circus (91.7%)&lt;br /&gt;
* Yashiki of Ninja (91.7%)&lt;br /&gt;
* Velmatic Ocean (92.5%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Individual stage strategy ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum and minimum unboosted speed values for each section of each stage. Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This is why boosting has a more significant effect on slow stages.&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed '''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Reverse_engineering_notes&amp;diff=37648</id>
		<title>Shippu Mahou Daisakusen/Reverse engineering notes</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Reverse_engineering_notes&amp;diff=37648"/>
		<updated>2026-04-03T14:18:46Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Moved tables of values to the Racing subpage, just leaving the RE details here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: clean up addresses below pointing directly to bytes when code is operating on them as words. e.g., P1 lives @ 100555.b is probably referenced in the code as 100554.w &lt;br /&gt;
&lt;br /&gt;
* 1006C6 - seems to consistently hold boss HP value when one is on screen&lt;br /&gt;
* 1006AA - base address of the boss enemy object&lt;br /&gt;
&lt;br /&gt;
* object+$04 - animation frame&lt;br /&gt;
* object+$06 - animation related flags (sprite rotation, hit flash and/or palette?, etc.)&lt;br /&gt;
* object+$08 - y-coord&lt;br /&gt;
* object+$0A - x-coord&lt;br /&gt;
* object+$1C - HP value for enemies. Damage value for projectiles/player, to apply against target enemy up to their specified durability cap&lt;br /&gt;
* object+$36 - i-frames&lt;br /&gt;
&lt;br /&gt;
* Code @ 13D78 - damage calculation for durable enemies&lt;br /&gt;
* Code @ 13F6A - damage calculation for zakos (uncapped)&lt;br /&gt;
&lt;br /&gt;
* 100551 - current play state?&lt;br /&gt;
* 100553 - current play flags?&lt;br /&gt;
* 100555 - current P1 lives&lt;br /&gt;
&lt;br /&gt;
* 10055c - current P1 character&lt;br /&gt;
&lt;br /&gt;
10055c character values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| 0|| 1 || 2 || 3 || 4 || 5 || 6 || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 10058C = current calculated rank&lt;br /&gt;
* 10058E = base rank for current stage&lt;br /&gt;
* 100590 = survival rank (resets on stage start or player death)&lt;br /&gt;
* 1006A4 = survival rank increment timer (does not reset on stage start)&lt;br /&gt;
&lt;br /&gt;
* 102C4A + $44 (102C8E) = maximum unboosted speed &lt;br /&gt;
* 102C4A + $46 (102C90) = minimum unboosted speed&lt;br /&gt;
* 102C4A + $22 (102C6C) = current speed&lt;br /&gt;
&lt;br /&gt;
* 1012DE = P1 main shot power&lt;br /&gt;
* 1012D6 = P1 bomb count&lt;br /&gt;
* 1012DA = P1 sub-weapon type&lt;br /&gt;
* 1012D8 = P1 sub-weapon power&lt;br /&gt;
&lt;br /&gt;
* 1005B1 - current stage&lt;br /&gt;
* 1005B3 - current track&lt;br /&gt;
* 1005B5 - current loop (0 = first, 1 = second) &lt;br /&gt;
&lt;br /&gt;
* 100656 - table of P1 track times&lt;br /&gt;
* 10066E - table of track selections&lt;br /&gt;
&lt;br /&gt;
== Speed and Boost Mechanics ==&lt;br /&gt;
&lt;br /&gt;
This section describes how the details in [[Shippu_Mahou_Daisakusen/Racing#Technical_details]] were found.&lt;br /&gt;
&lt;br /&gt;
Minimum and maximum speed values for each track can be confirmed by watching the addresses 102C8E (max) and 102C90 (min) while playing through the game.&lt;br /&gt;
&lt;br /&gt;
For boost mechanics, the relevant routines are at 7AD6 and 174D0. The routine at 7AD6 reads from a table stored at 718C2, which contains the base boost speed values for each character and stage. The routine at 174D0 applies the main shot power bonus and the bomb count modifier, using tables stored at 17568 (shot power bonus) and 175AE (bomb count modifier). &lt;br /&gt;
&lt;br /&gt;
Note: Routine 174D0 also seems to do some stuff related to subweapons (probably damage calculations?) and there's a big table of subweapon-related values at 1756E.&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen&amp;diff=37647</id>
		<title>Shippu Mahou Daisakusen</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen&amp;diff=37647"/>
		<updated>2026-04-03T14:12:15Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Added link to new Racing subpage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Shippu-Mahou-Daisakusen-Logo.png|center|325px]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #d6231f&lt;br /&gt;
|innerbordercolor = #eeeeac&lt;br /&gt;
|title = Shippu Mahou Daisakusen&lt;br /&gt;
|background = #fefafb&lt;br /&gt;
|image = Shippu-Mahou-Daisakusen-title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing|Raizing / Eighting]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Hitoshi_Sakimoto Hitoshi Sakimoto] &amp;lt;/br&amp;gt; [https://en.wikipedia.org/wiki/Masaharu_Iwata Masaharu Iwata]&lt;br /&gt;
|program = Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Toyama&lt;br /&gt;
|art = [https://en.wikipedia.org/wiki/Akihiro_Yamada Akihiro_Yamada] &amp;lt;/br&amp;gt; Kazuyuki Nakashima &amp;lt;/br&amp;gt; Kenichi Yokoo&lt;br /&gt;
|releasedate = '''JP''':  September 1994 &amp;lt;/br&amp;gt; '''EU''': 1994&lt;br /&gt;
|previousgame = [[Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Battle Garegga]]&lt;br /&gt;
|officialsite = [https://www.8ing.co.jp/museum/prd/sipu/  8ing Museum]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Shippu Mahou Daisakusen''''' (疾風魔法大作戦, ''&amp;quot;Kingdom Grandprix&amp;quot;'') is a game developed by [[Raizing]] and published by [[Eighting]] in 1994. It is the second game in the [[Mahou Daisakusen (Series)|''Mahou'' trilogy]], the first game being ''[[Mahou Daisakusen]]'' (''Sorcer Striker'') and later being followed up by ''[[Great Mahou Daisakusen]]'' (''Dimahoo''). It is notable for being an [[arcade game|arcade]] [[shoot'em up|shmup]] with [https://en.wikipedia.org/wiki/Racing_video_game| racing elements] mixed into its gameplay, as well addition of voice acting. It is unique among shmups for its speed change mechanics which can be used to manipulate the positions of enemies and bosses, a source of both [[Shippu_Mahou_Daisakusen/Techniques#Manipulate_enemies_through_screen_scoll|exotic strategies]] and numerous bugs. Thematically and mechanically, it is much closer to ''Mahou Daisakusen'' than it is to later Raizing games such as ''Dimahoo'' or ''[[Battle Garegga]]''.&lt;br /&gt;
&lt;br /&gt;
In 1996, the game received a port to the Sega Saturn.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Shippu-Mahou-Daisakusen-title.png|thumb|right|100px|JP version]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
[[File:Kingdom-Grandprix-title.png|226px|thumb|right|World version]]&lt;br /&gt;
: ''T'was an age ruled by magic and machine... Still reeling from the Great Gobligan War but a year prior, a certain kingdom struggled to crush the remnants of the invading Gobligans. Skirmishes were rampant, and fear gripped the hearts of the kingdom's people like a terrible curse... Then, the king had an idea to break this curse. He would lift his people's spirits with a great competition to celebrate the one-year anniversary of their victory; a grand race through the very sky itself.''&lt;br /&gt;
&lt;br /&gt;
#''REACH THE GOAL BY ANY MEANS''&lt;br /&gt;
#''DESTROY ANYONE WHO INTERRUPTS THE RACE''&lt;br /&gt;
#''THE WINNER SHALL RECEIVE A GREAT SUM AND HAVE A SINGLE WISH GRANTED''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The game mixes '''racing''' and '''shmup''' elements together for its core gameplay. Rival racers can be knocked into or bumped out of the way or sent flying backwards with bombs, although normal player shots will not affect them at all. The player can move faster by staying high up the screen, indicated by a trail activating behind the ship/character. Holding down the Fire button also ''increases your speed'', but ''you can't fire during this mode''.&lt;br /&gt;
&lt;br /&gt;
Screen scroll speed affects rank. When moving at ''minimum speed'', the game becomes slightly '''more difficult''', with usually more numerous and faster bullets, as well as possible extra enemy spawns.&lt;br /&gt;
&lt;br /&gt;
At the end of every level, the player can choose between '''two different stages''' (three stages are given as an option for the final stage). &lt;br /&gt;
&lt;br /&gt;
The game has two [[loop]]s. To gain entry into the second loop, the player must win the race in the first loop. In the second loop, the player has to go through all the stages they originally didn't pick in the first loop. In the case of the final stage, they get the option between the two that hadn't been chosen. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|right|thumb|220px]]&lt;br /&gt;
* '''A (Press):''' Fires standard '''shots''' from the ship.&lt;br /&gt;
* '''A (Hold):''' Activates a '''speed booster''', speeding up the rate of screen scrolling to the maximum. You won't slow down no matter what while in this state.&lt;br /&gt;
* '''B:''' Activates a '''[[bomb]]'''. Bombs are unique to every character. &lt;br /&gt;
* '''Spin:''' Fly horizontally in one direction for some time (do not touch the edge of the screen) and quickly change to the opposite direction. When a character does a spin animation, they deal '''significant extra impact damage''' (2~4x against most enemies, up to a maximum of 16x), and kills from that impact damage receive potentially many bonus points.&lt;br /&gt;
'''Racing controls'''&lt;br /&gt;
* '''Accelerate:''' Fly into the acceleration zone to accelerate.&lt;br /&gt;
* '''Down (Bottom of the screen):''' Brake / &amp;quot;back brake&amp;quot;.&lt;br /&gt;
* '''Grind (Wall):''' Brake / &amp;quot;wall brake&amp;quot;.&lt;br /&gt;
* '''Bump (Enemy or other racer):'''  A usually weaker version of the wall brake.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #d1231f&lt;br /&gt;
|backcolor = #fefafa&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Gain&lt;br /&gt;
|shipimage = [[Image:Gain-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | D}}&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | C}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | B}}&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | B}}&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | C}}&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | A}}&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | B}}&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | B}}&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | D}}&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | B}}&lt;br /&gt;
|p11 = -&lt;br /&gt;
|caption =  Ship: VALLHALLYZER -- ''&amp;quot;Wandering soldier of unrivaled expertise, in search of the ultimate weapon&amp;quot;''&lt;br /&gt;
|content =&lt;br /&gt;
'''Class: Fighter'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Narrow wide shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#79C0eb&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots two swords upwards, but only two can be on screen at the same time&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Releases small daggers with homing properties&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Throws a big destructive sphere ahead of Gain&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal shot has the highest piercing ability of any weapon, even able to pierce walls. It's also good for hitting masses of vertically-clumped up enemies.&lt;br /&gt;
* Gain excels slightly in general racing ability and maneuverability owing to his slightly above average racing stats across the board.&lt;br /&gt;
* Gain's bomb is quite long lasting and powerful, although it does not pierce when aimed. It has the unique property of sticking to whatever it hits, which can be a help or a hindrance depending on the situation.&lt;br /&gt;
* Homing can hit behind Gain and to the sides with decent damage.&lt;br /&gt;
* His weak weapons do not hinder him terribly during score runs where control stats are more important and bumping is heavily relied upon.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* The most important attribute, weapon damage, is precisely where Gain suffers. Both of his weapons are quite poor overall. Homing absolutely does not cut it against second loop enemies, and Frontal is extremely narrow, and not very powerful, especially against horizontally thin enemies.&lt;br /&gt;
* He is quite weak in survival play because of his weapons. He must survive the longest against very dangerous bosses and enemy rushes.&lt;br /&gt;
* Very weak wall braking makes it just a little harder for him to control enemy spawns and the flow of the level.&lt;br /&gt;
* Good weight and speed would make him one of the best bump attackers if not for awful wall brakes which force him to accelerate too much while up the screen.&lt;br /&gt;
* He doesn't excel noticeably in any area, and there are other characters who simply outclass him, especially in important stats like damage.&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{#lst:STG_Hall_of_Records|shippumd-gain}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #0073CE&lt;br /&gt;
|backcolor = #eff3fe&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Chitta&lt;br /&gt;
|shipimage = [[Image:Chitta-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: GUN-DALF -- ''&amp;quot;Local magician capable strong magical spells in contrary to appearance&amp;quot;''&lt;br /&gt;
|content = '''Class: Witch'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Narrow wide shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots large electrical waves forward&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots flames that fly towards enemies&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Two large genies merge and deal heavy damage to nearby enemies&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal shot is one of the stronger weapons in the game, is wider than it looks, and has infinite range and instant shot speed. Great for speedkilling anything from extreme range, its only downside is that it cannot pierce walls.&lt;br /&gt;
* Homing shot has the easiest time tracking a target when Chitta is far away and located directly beneath the intended target.&lt;br /&gt;
* Very high acceleration.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Homing shot does not pierce whatsoever, and its wide angles make it useless in tight levels. Like most homing weapons, it doesn't really cut it against loop 2 enemies either.&lt;br /&gt;
* Chitta's bomb has a very specific range it must be aimed at or it will do minimal or no damage.&lt;br /&gt;
* Chitta's control and racing stats are possibly the worst of all the characters. Low weight means she is knocked around constantly by everything, often into bullets, and her score runs are also severely hampered by being unable to perform good ram attacks. Low movement means it's extremely hard to recover from being bumped, and it's generally difficult to get to where you need to be. Terrible brakes that take several seconds to kick in feel extremely lopsided against her extreme acceleration. Overall a bit of a nightmare to do anything with other than snipe with lasers from far away.&lt;br /&gt;
* Chitta's back brakes are hilariously bad, taking 5+ seconds of pressure at the bottom of the screen to fully slow down, compared to Bornnam who can fully brake in less than 1 second.&lt;br /&gt;
* Her most unique asset, extreme acceleration, generally isn't useful, and seems to only make things harder to control.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-chitta}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #7b00ce&lt;br /&gt;
|backcolor = #f3effe&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Bornnam&lt;br /&gt;
|shipimage = [[Image:Bornham-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
|caption =  Ship: GOLGODIAN -- ''&amp;quot;Sorcerer of black magic emphasizes need for money to refine sorcery techniques.&amp;quot;''&lt;br /&gt;
|content = '''Class: Necromancer'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Forward shot, gets increasingly wider per level&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots balls with skull faces forward&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots waves forward that can take a straight turn left/right if there are any enemies in that direction &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Drops a big bomb ahead of the player with a skull face inside it&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal weapon is quite powerful, wide, and pierces enemies, although unfortunately does not pierce walls. The fat wave shots appear at Bornnam's sides, often where one wants them to be.&lt;br /&gt;
* The quickest booster charge in the game.&lt;br /&gt;
* Bornnam is the king of braking. He has the best back brake in the game and the 3rd best wall brake. This gives him a bit of much needed control to make up for his other weaknesses.&lt;br /&gt;
* The combination of awful acceleration and good braking means he can get the most points out of the enemy rush after the Weather Satellite boss. He's the only ship that can remain at minimum speed while at the top of the screen occasionally bumping into enemies.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* The lowest speed of any ship. Occasionally, this can be a positive, as it's quite easy to do manual spin attacks with a slow ship. However...&lt;br /&gt;
* ... Bornnam's extremely low weight makes his spin attacks less effective. He's also one of the most likely ships to get knocked around into either bullets or walls.&lt;br /&gt;
* Despite having amazing braking power, movement speed and weight are more useful and more important factors in ship control.&lt;br /&gt;
* Paradoxically, despite the fastest booster activation time and a double-power booster, Bornnam's abysmal acceleration means that even the booster's double acceleration value (4) is still slower than the non-boosted acceleration of other ships. Even Kickle &amp;amp; Laycle's non-boosted acceleration (5) is faster than Borhnam's boost (4).&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-bornnam}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #427373&lt;br /&gt;
|backcolor = #fefcf3&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Miyamoto&lt;br /&gt;
|shipimage = [[Image:Miyamoto-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: none -- ''&amp;quot;Samurai Doragon from the north searches for potion for mentor's daughter&amp;quot;''&lt;br /&gt;
|content = '''Class: Samurai'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Straight shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots balls to the side (top left and top right)&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots spinning blades with strong homing properties&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Covers everything on top of the player with waves that clear all approaching bullets&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* The most important metric, damage, is something Miyamoto has in spades between either of his weapons and bomb. Homing shot pierces some things and does massive damage. Its damage can be further increased by moving away from the target mid shot, increasing the length of the trail of shurikens and causing extra ticks of damage. Furthermore, the shurikens are highly controllable and deal damage steadily, so shuriken volleys can be counted and damage can be discontinued when boss health is low enough for a spin kill.&lt;br /&gt;
* Miyamoto's bomb is extremely lengthy and deals massive damage. It can instantly destroy dangerous boss parts like Gigandes's ice turrets. It's also the perfect bomb for scoring, being able to instantly destroy respawning enemies in Strato Sphere.&lt;br /&gt;
* Frontal shot has a massive spread but still deals great damage. It's useful for scoring in certain sections.&lt;br /&gt;
* One of the few characters with two viable weapons.&lt;br /&gt;
* Great stats all around with no real weaknesses. He can easily control the screen scroll and be wherever he needs to be at any time.&lt;br /&gt;
* Wall braking / collision slowdown was probably intended as a negative stat, but in practice it behaves more like a positive one, allowing the player to control scroll speed more easily.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Bombs can sometimes deal too much damage, killing things that you ideally would have wanted to spin kill, such as Skull Howard's arms which die with 1 bomb.&lt;br /&gt;
* Weight / bump power is slightly sub par, yet high speed easily makes up for it.&lt;br /&gt;
* High speed can make slight movements more difficult. Doing a spin from the center of the screen is impossible.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-miyamoto}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Nirvana &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #C62231&lt;br /&gt;
|backcolor = #FFF4FE&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Nirvana&lt;br /&gt;
|shipimage = [[Image:Nirvana-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: none -- ''&amp;quot;Leader of huge fairies driven out of homeland is in search of a new mystical forest.&amp;quot;''&lt;br /&gt;
|content = '''Class: Huge Fairy'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Straight shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots large rings around her that go across the screen and after that go upwards&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Spawns smaller fairies that search for enemies and then hit them, which can reach enemies behind walls &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Fairies fly from the bottom of the screen to the top, blowing up everything in their way&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Has one of the best homing weapons. Especially good for survival and beginner play where one may not know which direction dangers will appear from.&lt;br /&gt;
* Nirvana technically has some of the best stats in the game with the fastest movement speed, fastest acceleration, and fastest wall brake in the game.&lt;br /&gt;
* Second best booster in the game.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Actually playing Nirvana can be something of a nightmare as her strengths can easily double as weaknesses. The best speed, worst weight, and strongest wall brake often make a Nirvana run feel like a pinball machine with sudden unexpected position and speed disruptions. However, unlike Chitta who is in a similar situation, Nirvana's great movement speed will normally allow her to recover more easily.&lt;br /&gt;
* The homing weapon can be extremely hard to use. Fairies may refuse to lock on to the target you want, and their seemingly random trajectory may cause them to do greatly reduced damage. For score runs, it's also terrible at doing controlled damage, leading to accidental kills.&lt;br /&gt;
* Nirvana's bomb is abysmal. It usually does 1/3rd of the damage of Gain's bomb, has low duration, and has worse coverage than it appears to have.&lt;br /&gt;
* The Frontal weapon basically doesn't exist.&lt;br /&gt;
* Her extreme speed can make slight dodges difficult. It's impossible to do spins in many positions.&lt;br /&gt;
* Only has good brakes if there is a wall or bumpable enemy nearby.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-nirvana}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Kickle &amp;amp; Laycle &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #008CEF&lt;br /&gt;
|backcolor = #eeF4FF&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Kickle &amp;amp; Laycle&lt;br /&gt;
|shipimage = [[Image:Kickleandlaycle-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: SORCER STRIKER -- ''&amp;quot;Boy that traveled thru time &amp;amp; girl partner is in search of hex to travel thru time.&amp;quot;''&lt;br /&gt;
|content = '''Class: none'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Forward shot, gets increasingly much wider per level&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots a constant stream of bullets forward&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Launches large missiles that target enemies&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Releases an airstrike that targets enemies&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* The combination of great weight and speed arguably makes them the best in the game at bump damage / spin attacks.&lt;br /&gt;
* Difficult to knock around and quick to recover.&lt;br /&gt;
* Frontal weapon does passable damage, although it does not pierce.&lt;br /&gt;
* Normal shots are a very wide fan.&lt;br /&gt;
* Poor racing stats are tolerable during score runs where accelerating and booster charging are of minimal importance.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Awful bomb that deals little damage. It's particularly bad at hitting other racers as well.&lt;br /&gt;
* Slightly more difficult to win races / reach the 2nd loop due to poor racing stats and bad bomb that's ineffective at slowing other racers.&lt;br /&gt;
* It's extremely tricky to do good damage with the homing shot.&lt;br /&gt;
* Damage is very important, but their forward weapon is the definition of average and does not pierce, while the homing weapon is extremely fickle and hard to deal consistent damage with.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-kickle}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Honest John &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #DE8C00&lt;br /&gt;
|backcolor = #FFFDeF&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Honest John&lt;br /&gt;
|shipimage = [[Image:Honestjohn-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: none -- ''&amp;quot;Magical robot of blacksmith with foul intentions for lifetime gold to live an easy life.&amp;quot;''&lt;br /&gt;
|content = '''Class: AUTOMATIC ARMOR'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Straight shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots nuts across the top of the screen&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots slow beams with strong homing properties&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Hits his hammer multiple times and releases high damage waves within the area &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal Weapon deals more damage than it would seem to. One of the strongest &amp;quot;wide area&amp;quot; sub weapons.&lt;br /&gt;
* The best bump attacker in the game, since Bul-Gin (who has better weight) is unable to activate the spin glitch.&lt;br /&gt;
* Good bomb damage, great bomb spread, and the lengthiest bomb animation.&lt;br /&gt;
* Sub-par speed can sometimes be a blessing (easier manual spin attacks, more precise movements), especially with  Honest John's extreme weight behind it.&lt;br /&gt;
* Mostly excels in score runs due to his strong bump attacks and good bomb.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Homing isn't very useful, even in the first loop, although it does well attacking things behind the ship.&lt;br /&gt;
* Very bad acceleration and boosting means tighter racing is required to reach the second loop.&lt;br /&gt;
* Frontal weapon needs the right angles to deal more than minimal damage.&lt;br /&gt;
* Normal shot is extremely thin.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-honestjohn}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bul-Gin &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #316b18&lt;br /&gt;
|backcolor = #f7feeb&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Bul-Gin&lt;br /&gt;
|shipimage = [[Image:Bul-gin-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: GREAT GOBLIGANS -- ''&amp;quot;Survivor of the Goburigan empire with the goal to revive the fallen empire.&amp;quot;''&lt;br /&gt;
|content = '''Class: Captain Goblin'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Narrow wide shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots blue shots straight from the cannon on his ship, which can be aimed by moving left or right (difficult to use)&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots explosives that are automatically targeted to enemies from all sides&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Throws a Gobligan forward who creates a large amount of big explosives around it for several seconds &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Perhaps the most powerful weapon in the game in the homing shot. The only problem is actually using it.&lt;br /&gt;
* Highest weight in the game means he's impossible to push around. Best ability to push other races off the screen, a much-needed boost to his racing ability.&lt;br /&gt;
* One of the most powerful and longest lasting bombs. A decent ability to knock out a large group of rival racers as well. The only problem is aiming it.&lt;br /&gt;
* Cannot activate the spin glitch, but low speed still allows him to do spins from short distances.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Horrendous racing stats and mobility. Horrible acceleration and the worst booster in the game means a lot of extra work speeding up after slowing down. Chance of getting to the second loop is somewhat less than other characters.&lt;br /&gt;
* Unreliable homing weapon that often doesn't aim where one wants it to. Homing weapon sometimes misseswhen enemies were already damaged by Bul-Gin's normal shots.&lt;br /&gt;
* Frontal weapon is buggy and usually doesn't do any damage.&lt;br /&gt;
* Cannot spin glitch, severely limiting scoring potential in general.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-bulgin}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Raw data&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Bomb Dmg. !! Accel. per frame !! Boost Accel. !! Frames until boost !! Back brake speed !! Wall brake speed !! Movement speed !! Fragility&lt;br /&gt;
|-&lt;br /&gt;
| '''Gain''' || 21 || 4 || 6 || 90 || -5 || -2 || 18 || 8&lt;br /&gt;
|-&lt;br /&gt;
| '''Chitta''' || 18 || 7 || 8 || 100 || -1 || -3 || 16 || 11&lt;br /&gt;
|-&lt;br /&gt;
| '''Miyamoto''' || 18 || 6 || 6 || 80 || -4 || -7 || 20 || 9&lt;br /&gt;
|-&lt;br /&gt;
| '''Bornnam''' || 18 || 2 || 4 || 60 || -8 || -6 || 14 || 10&lt;br /&gt;
|-&lt;br /&gt;
| '''Nirvana''' || 6 || 8 || 8 || 70 || -2 || -8 || 21 || 12&lt;br /&gt;
|-&lt;br /&gt;
| '''K &amp;amp; L''' || 9 || 5 || 6 || 120 || -6 || -5 || 19 || 7&lt;br /&gt;
|-&lt;br /&gt;
| '''Honest John''' || 18 || 3 || 5 || 110 || -7 || -4 || 17 || 6&lt;br /&gt;
|-&lt;br /&gt;
| '''Bul-Gin''' || 21 || 1 || 4 || 151 || -3 || -1 || 15 || 5&lt;br /&gt;
|}&lt;br /&gt;
*&amp;lt;small&amp;gt; ''Note: Fragility is the opposite measure of weight and is how the game calculates bump displacement.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Collectable items include:&lt;br /&gt;
&lt;br /&gt;
[[File:Coin-s.png|left]]&lt;br /&gt;
[[File:Bomb-s.png|left]]&lt;br /&gt;
[[File:Frontalshot-s.png|left]]&lt;br /&gt;
[[File:Homingshot-s.png|left]]&lt;br /&gt;
[[File:KGP-Gems.png|left]]&lt;br /&gt;
&lt;br /&gt;
'''Coins'''&amp;lt;br&amp;gt;&lt;br /&gt;
These coins increase your Regular Shot power after collecting some. Flying sacks will drop 4 coins when hit or being hovered over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bomber Item'''&amp;lt;br&amp;gt;&lt;br /&gt;
You start with 3 bomber items with each extend. These clear the screen of bullets in areas the bomb hits and give invincibility frames when the player uses it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Frontal Shot'''&amp;lt;br&amp;gt;&lt;br /&gt;
Power-up that adds another shot to the character, but can be replaced by the Homing Shot. Usually gives a shot type with high forward damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Homing Shot'''&amp;lt;br&amp;gt;&lt;br /&gt;
Power-up that adds another shot to the character, but can be replaced by the Frontal Shot. Gives a shot type that tracks and chases enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Jewels'''&amp;lt;br&amp;gt;&lt;br /&gt;
Appearing rarely in treasures chests in a few select stages, they are worth 200, 500, or 1000 points each when collected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
There are two factors which form the final [[rank]] value in the game: temp rank and base rank. &lt;br /&gt;
&lt;br /&gt;
'''Base rank'''&lt;br /&gt;
* Base rank is firstly decided by the DIP switch setting and the version of the game. &lt;br /&gt;
* If the base rank would be 0 or less, it is increased to a minimum of 1 (not true for JP version, which has rank 0 on easy dip stage 1).&lt;br /&gt;
* Normally after each stage the base rank increases by 3 in the JP version and by 2 in overseas versions.&lt;br /&gt;
* Base rank increases by an extra amount at the start of loop 2.&lt;br /&gt;
* Yashiki of Ninja has a higher rank base increase than other stages. However, on loop 2 the base rank will not change based on whether you chose Yashiki of Ninja or not; the starting base rank of loop 2 is decided entirely by DIP setting and game version.&lt;br /&gt;
&lt;br /&gt;
'''Temp rank'''&lt;br /&gt;
* Temp rank is also heavily based on the DIP switch setting, but changes based on the situation mid-stage. &lt;br /&gt;
* Dropping to minimum speed raises temp rank, while accelerating to the maximum non-boosted speed lowers it (boost speeds do not lower it further).&lt;br /&gt;
** After a boss and until the next stage, the effect of speed on temp rank is eliminated.&lt;br /&gt;
* Survival rank increases every 2048 frames (~34 seconds). Survival rank is reset to 0 upon losing a life or starting a new stage.&lt;br /&gt;
** However, the associated timer continues does not reset or pause at these times. As a result, survival rank may increment back to 1 shortly after a death or stage start had reset it to 0. (The survival timer does reset to 0 at the beginning of a new game or loop.)&lt;br /&gt;
** Survival rank still applies during the section following a boss.&lt;br /&gt;
* The temp rank may raise during some bosses.&lt;br /&gt;
* Different parts of a track may have a minor temp rank difference.&lt;br /&gt;
* Powering up shot or subweapon does not appear to impact rank. {{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
'''Raw data'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | &amp;quot;Normal&amp;quot; DIP setting ''base rank'' data&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Stage 1 !! Stage 2 !! Stage 3 !! ... !! Stage 1 (loop2) !! Stage 2 (loop2) !! Stage 3 (loop2)&lt;br /&gt;
|-&lt;br /&gt;
| ''Kingdom Grandprix'' || 4 || 6 || 8 || ... || 20 || 22 || 24 &lt;br /&gt;
|-&lt;br /&gt;
| ''Shippu Mahou Daisakusen'' || 8 || 11 || 14 || ... || 32 || 35 || 38 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Effects of rank ====&lt;br /&gt;
Noticeably higher bullet speed, slightly more enemy health (the main source of increased enemy health is the loop 2 bonus), and sometimes more bullets added to certain patterns.&lt;br /&gt;
&lt;br /&gt;
Yashiki of Ninjas has a higher rank than other levels, but all of its enemies are unique to that stage, so the increased rank isn't noticeable or any different than just having a different base difficulty for the enemies. It may increase the racing difficulty however.{{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
==== Rank overflow ====&lt;br /&gt;
There are obvious instances of rank overflowing 8-bit or 16-bit values, causing enemies to either immediately lose health or fire rate.&lt;br /&gt;
* In the default JP version, loop 2 crossfire turrets fire '''much''' slower if the player increases the temp rank by flying at the minimum speed.&lt;br /&gt;
* In the default JP version, perhaps because of the extra rank in Yashiki of Ninja, the large statue enemies before the boss will spawn in a &amp;quot;flashing&amp;quot; state, meaning they are almost dead already.&lt;br /&gt;
&lt;br /&gt;
=== Racing ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--- would like to make this image smaller but it gives an error... ---&amp;gt;&lt;br /&gt;
[[File:KGP-racer-canceling-example.gif|right|thumb|Rival racer causes an enemy to lose its hit detection and cancel the player's damage.]]&lt;br /&gt;
In order to reach the 2nd loop, one must win the 1st loop's tournament by having the most [https://en.wikipedia.org/wiki/Group_tournament_ranking_system|tournament points] after stage 6. There are different endings for placing 2nd, 3rd, or lower. At the end of the 2nd loop, tournament points don't have any effect other than again on which ending scene is selected.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Tournament points and score from placements&lt;br /&gt;
|-&lt;br /&gt;
! Place !! Score bonus !! Tournament points&lt;br /&gt;
|-&lt;br /&gt;
| '''1st''' || 10000|| 9 &lt;br /&gt;
|-&lt;br /&gt;
| '''2nd''' || 5000 || 6 &lt;br /&gt;
|-&lt;br /&gt;
| '''3rd''' || 3000 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| '''4th''' || 1000 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| '''5th''' || 500 || -&lt;br /&gt;
|-&lt;br /&gt;
| '''6th''' || 300 || -&lt;br /&gt;
|-&lt;br /&gt;
| '''7th''' || 100 || -&lt;br /&gt;
|-&lt;br /&gt;
| '''8th''' || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rival racers can be bumped off the screen in either direction, somewhat affecting their race placement. Weightier ships have an have an easier time with this. Bombs can also affect rival racers, sending them hurtling backwards.&lt;br /&gt;
&lt;br /&gt;
Outcast Castle and Yashiki of Ninja have stage hazards that will permanently slow rivals for the remainder of the race if they are caught behind them.&lt;br /&gt;
&lt;br /&gt;
In general, having rival racers on the screen is extremely dangerous. They will very often bump the player into enemy shots or bump them behind a crushing obstacle, or otherwise just bump them into an unfavorable position which may eventually lead to a death. There is also the phenomenon where rival racers will somehow make nearby enemies lose their hit detection, effectively making the enemy invincible, which is another extremely dangerous situation. Usually one wants to be way ahead of or way behind the rival racers.&lt;br /&gt;
&lt;br /&gt;
See [[Shippu Mahou Daisakusen/Racing]] for more details about racing mechanics and strategy.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
'''Item collection'''&lt;br /&gt;
&lt;br /&gt;
Collecting gems and collecting power up items while at full power awards points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Item !! Score !! Item !! Score (full power)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KGP-Gem-200.png]] || '''200''' || [[File:Coin-s.png]] || '''100''' &lt;br /&gt;
|-&lt;br /&gt;
| [[File:KGP-Gem-500.png]] || '''500''' || [[File:Frontalshot-s.png]] || '''1000''' &lt;br /&gt;
|-&lt;br /&gt;
| [[File:KGP-Gem-1000.png]] || '''1000''' || [[File:Homingshot-s.png]] || '''1000''' &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
Players earn an [[extend]] every '''300,000 points''' on default DIP settings '''on the first loop only''', so [[survival]] is somewhat tied to scoring. It is possible to gain two extends before the second loop with normal play. By using spin kills to gain extra points, it is possible to gain four extends before the second loop. It's likely that at least one suicide will be needed to restock bombs, so in practice, only three net extends can be gained.&lt;br /&gt;
&lt;br /&gt;
==== Spin bonus ====&lt;br /&gt;
----&lt;br /&gt;
[[File:Miyamoto-spin-3x.gif|thumb|right|450px|Bump into enemies while doing this to gain lots of extra score.]]&lt;br /&gt;
When a spin bump deals the fatal blow to an enemy, extra bonus points are awarded. Fatal blows from shots, bombs, or non-spinning bumps will not increase score even if the player was spinning while dealing that damage. Analysis of the game's code reveals that spin kills were likely supposed to double the score from defeating enemies, yet due to the peculiarities of converting between decimal, [https://en.wikipedia.org/wiki/Hexadecimal| hexadecimal] (hex), and [https://en.wikipedia.org/wiki/Binary-coded_decimal| binary-coded decimal] (or BCD), only sometimes is the bonus score actually doubled.&lt;br /&gt;
&lt;br /&gt;
The problem likely arose during data entry when designers began entering point values for enemies as decimal values. These would end up converted and stored in the game as BCD. When adding enemy score to the player's total score, the game is programmed to convert the BCD to display as decimal digits in the score counter. There's no immediate issue with this pipeline of conversions and everything ends up as it should. The issue arises with the attempted &amp;quot;doubling&amp;quot; of the values which are stored as BCD, then doubled through hexadecimal math, and then ultimately displayed as BCD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Original score !! Hexadecimal BCD !! Double !! Hexadecimal !! to BCD !! Score counter value&lt;br /&gt;
|-&lt;br /&gt;
| 300pt || 0x300 || --&amp;gt; || 0x600 || --&amp;gt; || 600&lt;br /&gt;
|-&lt;br /&gt;
| 400pt || 0x400 || --&amp;gt; || 0x800 || --&amp;gt; || 800&lt;br /&gt;
|-&lt;br /&gt;
| 500pt || 0x500 || --&amp;gt; || 0xA00 || --&amp;gt; || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 600pt || 0x600 || --&amp;gt; || 0xC00 || --&amp;gt; || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 700pt || 0x700 || --&amp;gt; || 0xE00 || --&amp;gt; || 1400&lt;br /&gt;
|-&lt;br /&gt;
| 800pt || 0x800 || --&amp;gt; || 0x1000 || --&amp;gt; || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 900pt || 0x900 || --&amp;gt; || 0x1200 || --&amp;gt; || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 950pt || 0x950 || --&amp;gt; || 0x12A0 || --&amp;gt; || 1300&lt;br /&gt;
|-&lt;br /&gt;
| 1000pt || 0x1000 || --&amp;gt; || 0x2000 || --&amp;gt; || 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Common values greater than 700 immediately run into the problem of not being doubled because of the BCD conversion. This leads to the situation where an 800pt doubled enemy is only worth as much as a 500pt doubled enemy, and a 950pt doubled enemy is worth less than a 700pt doubled enemy. Considering the difficulty of actually performing spin kills, one can conclude that it is simply too dangerous to be worth it for enemies with certain point values.&lt;br /&gt;
&lt;br /&gt;
==== Enemy point values ====&lt;br /&gt;
:''Main article: [[Shippu Mahou Daisakusen/Enemy list]]''&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
----&lt;br /&gt;
'''First loop'''&lt;br /&gt;
* The player drops their subweapon powers all over the screen. Only the the faster characters (anyone as fast or faster than Honest John) can catch all 3 power items as they fall, and only if they die at a certain position on the screen (see [[Shippu_Mahou_Daisakusen/Techniques#Collecting_death_powerups| techniques]] ).&lt;br /&gt;
* The player loses a bit of shot power.&lt;br /&gt;
* The player's bomb stock goes to 3.&lt;br /&gt;
'''Second loop'''&lt;br /&gt;
* Everything is the same as the first loop except the player's subweapon powers disappear completely. Of course, this means recovery is very difficult if dying in the wrong spot.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
At the end of each level, the player can choose the following levels;&lt;br /&gt;
[[File:S2A - Air Circus.png|left]]&lt;br /&gt;
[[File:S2B - Velmatic Ocean.png|left]]&lt;br /&gt;
[[File:S3A - Outcast Castle.png|left]]&lt;br /&gt;
[[File:S3B - Cross Fire.png|left]]&lt;br /&gt;
[[File:S4A - Deeply Dungeon.png|left]]&lt;br /&gt;
[[File:S4B - Cold Corridor.png|left]]&lt;br /&gt;
[[File:S5A - Strato Storm.png|left]]&lt;br /&gt;
[[File:S5B - Forest of Dead.png|left]]&lt;br /&gt;
[[File:S6A - Kingdom Grandprix.png|left]]&lt;br /&gt;
[[File:S6B - Yashiki of Ninja.png|left]]&lt;br /&gt;
[[File:S6C - Kobolds Tower.png|left]]&lt;br /&gt;
&lt;br /&gt;
'''Stage 2A - Air Circus'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage is full of close corners and turrets that sit on the side and can be tricky to hit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Big Wheel Crab&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 2B - Velmatic Ocean'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Water themed stage with almost no walls. Enemies come from all sides of the screen in this level, so be careful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Little Brother Gillman&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3A - Outcast Castle'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Undead themed stage, notable for its varied types of enemies. It has mirrors that bump the player into other enemies, ghosts that can go through walls and giant worms that try to eat the player.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Vampire Earl McGee-McGee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3B - Cross Fire'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You race inbetween an airship raid, similar to stage 2 from [[Mahou Daisakusen]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Skull Howard the 4th&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 4A - Deeply Dungeon'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The dungeon has been set under water after the events of Sorcer Striker. Be careful for the enemies that can pop out of the sewer pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Prime Slime&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 4B - Cold Corridor'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frozen palace stage with speed sections. You can get stuck behind the walls during these parts, so you have to balance between not staying behind the screen without running into enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Big Brother Gillman&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 5A - Strato Storm'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage contains no walls. The challenge is keeping up with killing the enemies in time before they swarm the player.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Gigandes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 5B - Forest of Dead'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much like Outcast Castle, it's another undead themed stage. Even the boss from Outcast Castle can show up in the stage if the player attacks the big coffin.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Demon Apocalypse&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 6A - Kingdom Grandprix'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fast-paced final stage. Often a wall will sit in the middle of the screen and the player had to pick sides where to go to. Later in the stage are electrical walls that the player must avoid touching.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Bashinet-R&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 6B - Yashiki of Ninja'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You enter a mansion full of ninjas and other types of enemies, which usually appear from the sides of the screen rather than the top. Often considered the hardest one out of the final stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Boss''': Hayatemaru&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 6C - Kobolds Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Throughout the stage boulder fall from the top of the tower. Be careful not to get hit by the missle launchers that sit on the sides of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Weather Satellite Stimpy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Strategy articles for ''Shippu Mahou Daisakusen''&lt;br /&gt;
* '''Tips unique to this game:''' ''[[Shippu Mahou Daisakusen/Techniques]]''&lt;br /&gt;
* '''1cc / 2-all / Scoring guides:''' ''[[Shippu Mahou Daisakusen/Guides]]''&lt;br /&gt;
* '''Racing information and guides:''' ''[[Shippu Mahou Daisakusen/Racing]]''&lt;br /&gt;
* '''Hacker's guide:''' ''[[Shippu Mahou Daisakusen/Reverse engineering notes]]''&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Carpet made her debut as a minor enemy in this game before becoming a playable character in ''[[Armed Police Batrider]]''.&lt;br /&gt;
* In more than half of the game's stages, all bullets (which can only be destroyed by suiciding into them) are worth 10 points (20 while spinning!), but for some reason, they are all worth 0 points in the remaining stages.&lt;br /&gt;
* The battleship in Crossfire suddenly loses all of its collision detection when the boss spawns.&lt;br /&gt;
* Prime Slime, the boss of Deeply Dungeon, doesn't give extra points for a spin kill due to a programming error. The function which checks for the player's state of spinning checks Prime Slime's &amp;quot;spin&amp;quot; value instead. Since Prime Slime can never have a spin value, the extra points can never be acquired.&lt;br /&gt;
* When a rival racer destroys an enemy, no points are awarded. However, when they kill a boss, the normal amount of points is awarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rejected game names'''&lt;br /&gt;
&lt;br /&gt;
Many Japanese names were considered for the game during development. Some of the rejected names were:&lt;br /&gt;
* 魔法大革命 (''Magic Great Revolution'')&lt;br /&gt;
* 魔法十番勝負 (''Magic 10 Places Showdown'')&lt;br /&gt;
* 魔法大作戦２～疾風の大陸～ (''Mahou Daisakusen 2 - A World of Gale Winds'') was too long.&lt;br /&gt;
* 魔法一直線 (''Magic Straight Line'') wouldn't make sense with curvy races.&lt;br /&gt;
* 魔法超光速 (''Magic Ultra Lightspeed'') was rejected because it was basically the same name as the anime ''Chou Kousoku Galvion''.&lt;br /&gt;
* 魔法大合唱 (''Magic Grand Chorus'') was rejected for some reason the developers don't remember.&lt;br /&gt;
* 大陸間弾道魔法大作戦 (''Intercontinental Ballistic Mahou Daisakusen'') was just too awful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bugs'''&lt;br /&gt;
&lt;br /&gt;
''Shippu Mahou Daisakusen'' is an extremely buggy game. Many of the bugs seem to stem from the game's implementation of variable scroll speed mechanics.&lt;br /&gt;
&lt;br /&gt;
* '''Game over near the end of a race doesn't count as a game over and the item fairy still appears:''' https://www.twitch.tv/videos/686122052&lt;br /&gt;
&lt;br /&gt;
* '''Sometimes Wild Wyvern never activates:''' https://www.twitch.tv/videos/667737057?&lt;br /&gt;
&lt;br /&gt;
* '''Sometimes Bashinet R's hands get stuck and his AI completely stops advancing or something:''' https://www.youtube.com/watch?v=xffQRcN18Vg&lt;br /&gt;
&lt;br /&gt;
* '''Sometimes Prime Jelly just disappears offscreen and never returns. He continues blocking enemy spawns until the race ends.'''&lt;br /&gt;
&lt;br /&gt;
* '''Rarely, Little Brother Gillman's orb attack can fire from thin air.''' https://youtube.com/watch?v=rW4c5-8OJ9w&lt;br /&gt;
&lt;br /&gt;
* '''Rarely, Skull Howard dive attack can wrap him off the bottom of the screen, causing him to reappear at the top of the screen with his next movement pattern.'''&lt;br /&gt;
&lt;br /&gt;
* '''Starting a co-op game on the player 2 side and pressing 1P start on the character select screen doesn't refresh the display properly, thinking it still has a credit.'''&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kingdom-Grandprix-logo.png|Logo (World Version)&lt;br /&gt;
Shippu-Mahou-Daisakusen-Logo.png|Logo (Japan Version)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Kingdom Grandprix'' intro sequence&lt;br /&gt;
# Official website https://www.8ing.co.jp/museum/prd/sipu/&lt;br /&gt;
&lt;br /&gt;
[[Category:Mahou Daisakusen series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Environmental hazard mechanic]]&lt;br /&gt;
[[Category:Bomb_mechanic]]&lt;br /&gt;
[[Category:Push_shmup]]&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37646</id>
		<title>Shippu Mahou Daisakusen/Racing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Racing&amp;diff=37646"/>
		<updated>2026-04-03T14:08:29Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Created page with &amp;quot;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The racing aspect of Shippu Mahou Daisakusen is difficult and sometimes unfair, to the point that most players [[Shippu_Mahou_Daisakusen/Techniques#Losing_on_purpose|deliberately ignore it]] and go slow to make the game easier. However, successful racing is needed to reach the second loop (you must win the first loop tournament) and to see each character's 1st place ending. While the 1st place ending is the same across both loops, it's a little disappointing to get a bad ending after a successful 2-ALL, so you may want to race in the second loop as well. Plus, racing is fun!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Racing difficulty is not only highly variable per stage and character, but you are at the mercy of the random behavior of rival racers. For example, boosting at the start of the first stage will sometimes launch you ahead of all the other racers, but other times, a rival or two will quickly blast off the top of the screen at high speed and put you in 2nd or 3rd.&lt;br /&gt;
&lt;br /&gt;
Furthermore, even if you boost for the entire race, you may not win if the dreaded '''&amp;quot;repeated pull-away&amp;quot;''' occurs. Every time a rival exits the top of the screen, they gain a burst of speed and it will take at least a few seconds to catch up to them. If you're unlucky, the moment you scroll the rival back onscreen, they will '''immediately pull away''' and exit the top of the screen again, getting another burst of speed. Sometimes this repeats for the entire race and you are forced to take 2nd place (or worse). The only way to counteract this is by bombing the rival during the brief window where they appear at the top of the screen, which may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Despite this, it's possible to consistently win the first loop tournament by a pretty wide margin. Races in the second loop tournament are more difficult, but you can often scrape together enough points to win with some luck and risky play.&lt;br /&gt;
&lt;br /&gt;
Your main tools for winning races are '''boosting''' and '''bombing'''.&lt;br /&gt;
&lt;br /&gt;
=== Boosting ===&lt;br /&gt;
&lt;br /&gt;
Recall that if you hold down the fire button for a few seconds, you will stop shooting and get a burst of speed. You can't be slowed down in this state (even if you are bumped, or attempt to use the back or wall brake) and will exceed the normal maximum speed for the stage. &lt;br /&gt;
&lt;br /&gt;
Your performance in races '''mostly depends on how much you boost'''. While rival racers can screw you over as described above, good boost routing will typically get you 1st or 2nd place in most races, at least in the first loop.&lt;br /&gt;
&lt;br /&gt;
Speed while boosting is affected by four factors:&lt;br /&gt;
* The current stage (boosting has a stronger effect on slow stages like Outcast Castle or Deeply Dungeon)&lt;br /&gt;
* Your character choice (each character has different boost stats for each stage)&lt;br /&gt;
* Your bomb count (having less than 4 bombs gives a boost bonus, and having more than 4 gives a boost penalty)&lt;br /&gt;
* Your main shot power level (each power level grants a very slight increase to boost speed)&lt;br /&gt;
&lt;br /&gt;
Boosting can increase speed by up to ~1.67x in the best case (slow stage and max strength boost); a more typical increase is 1.25x. There are extremely rare cases where it will have no effect on speed (weak character stats, minimum shot power, and 7 or more bombs).&lt;br /&gt;
&lt;br /&gt;
For the most part, you don't need to know or worry about the details of boost speed mechanics to win races; the important thing is to boost as much as you can without sacrificing safety. However, understanding the mechanics helps explain why certain characters have a harder time winning certain stages, or why small variances in time can occur even when boosting through an entire stage. See the [[Shippu_Mahou_Daisakusen/Racing#Technical_details|technical details]] section for the precise internal values related to speed and boosting.&lt;br /&gt;
&lt;br /&gt;
=== Bombing ===&lt;br /&gt;
&lt;br /&gt;
Hitting rival racers with a bomb will knock them off the bottom of the screen, and they'll typically take a while to make a comeback, if they do at all. (Though, annoyingly, in some cases they seem to appear back on screen immediately.)&lt;br /&gt;
&lt;br /&gt;
An [[Shippu_Mahou_Daisakusen/Techniques#Opening_bomb|opening bomb]] can essentially guarantee a race win on certain courses. This is your main defense against the repeated pull-away problem; prevent them from pulling away in the first place.&lt;br /&gt;
&lt;br /&gt;
Bombs can also prevent rivals from sneaking ahead mid-race, but using a bomb to take out one or two rivals may be a bit of a waste.&lt;br /&gt;
&lt;br /&gt;
Since bombs are also very useful for survival, you may want to try to win races with boosting only at first, and save your bombs for if you start falling behind in points due to bad luck. On the other hand, you may prefer to build up a buffer of points by using bombs to guarantee wins on the easier courses.&lt;br /&gt;
&lt;br /&gt;
=== Bumping ===&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Techniques#Manual_rival_knockbacks|Bumping rival racers]] is also sometimes useful, though not especially reliable. Ensure you are boosting while you bump rivals so you don't lose speed from the bumping.&lt;br /&gt;
&lt;br /&gt;
At the start of each race, boost and bump the second-place racer downwards. If you're lucky, they'll fall behind and place poorly. This isn't really useful for winning individual races, but is helpful for winning the tournament, as it spreads out rival point gains.&lt;br /&gt;
&lt;br /&gt;
When rivals are near the bottom of the screen, you can sometimes bump them off the bottom, which may cause them to lose speed and fall far behind (similar to how exiting the top of the screen gives them a burst of speed). &lt;br /&gt;
&lt;br /&gt;
== Character strengths and weaknesses ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Individual stage strategy ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
The table below shows the maximum and minimum unboosted speed values for each section of each stage. Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This is why boosting has a more significant effect on slow stages.&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed '''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Reverse_engineering_notes&amp;diff=37636</id>
		<title>Shippu Mahou Daisakusen/Reverse engineering notes</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Reverse_engineering_notes&amp;diff=37636"/>
		<updated>2026-04-02T21:08:45Z</updated>

		<summary type="html">&lt;p&gt;Sylvie: Some more address info, new section about speed and boosting values/mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: clean up addresses below pointing directly to bytes when code is operating on them as words. e.g., P1 lives @ 100555.b is probably referenced in the code as 100554.w &lt;br /&gt;
&lt;br /&gt;
* 1006C6 - seems to consistently hold boss HP value when one is on screen&lt;br /&gt;
* 1006AA - base address of the boss enemy object&lt;br /&gt;
&lt;br /&gt;
* object+$04 - animation frame&lt;br /&gt;
* object+$06 - animation related flags (sprite rotation, hit flash and/or palette?, etc.)&lt;br /&gt;
* object+$08 - y-coord&lt;br /&gt;
* object+$0A - x-coord&lt;br /&gt;
* object+$1C - HP value for enemies. Damage value for projectiles/player, to apply against target enemy up to their specified durability cap&lt;br /&gt;
* object+$36 - i-frames&lt;br /&gt;
&lt;br /&gt;
* Code @ 13D78 - damage calculation for durable enemies&lt;br /&gt;
* Code @ 13F6A - damage calculation for zakos (uncapped)&lt;br /&gt;
&lt;br /&gt;
* 100551 - current play state?&lt;br /&gt;
* 100553 - current play flags?&lt;br /&gt;
* 100555 - current P1 lives&lt;br /&gt;
&lt;br /&gt;
* 10055c - current P1 character&lt;br /&gt;
&lt;br /&gt;
10055c character values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| 0|| 1 || 2 || 3 || 4 || 5 || 6 || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 10058C = current calculated rank&lt;br /&gt;
* 10058E = base rank for current stage&lt;br /&gt;
* 100590 = survival rank (resets on stage start or player death)&lt;br /&gt;
* 1006A4 = survival rank increment timer (does not reset on stage start)&lt;br /&gt;
&lt;br /&gt;
* 102C4A + $44 (102C8E) = maximum unboosted speed &lt;br /&gt;
* 102C4A + $46 (102C90) = minimum unboosted speed&lt;br /&gt;
* 102C4A + $22 (102c6c) = current speed&lt;br /&gt;
&lt;br /&gt;
* 1012DE = P1 main shot power&lt;br /&gt;
* 1012D6 = P1 bomb count&lt;br /&gt;
* 1012DA = P1 sub-weapon type&lt;br /&gt;
* 1012D8 = P1 sub-weapon power&lt;br /&gt;
&lt;br /&gt;
* 1005B1 - current stage&lt;br /&gt;
* 1005B3 - current track&lt;br /&gt;
* 1005B5 - current loop (0 = first, 1 = second) &lt;br /&gt;
&lt;br /&gt;
* 100656 - table of P1 track times&lt;br /&gt;
* 10066E - table of track selections&lt;br /&gt;
&lt;br /&gt;
== Speed and Boost Mechanics ==&lt;br /&gt;
&lt;br /&gt;
(To be pared down and moved elsewhere later; some of this can probably go on the main page, or a racing-focused subpage)&lt;br /&gt;
&lt;br /&gt;
These are the maximum and minimum unboosted speed values for each track (obtained by observing 102C8E and 102C90 while playing the game). Some short sections are omitted (for example, when the wave of water comes in Deeply Dungeon, max and min speed are both briefly set to 1024).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Track !! Min !! Max&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus || 384 || 640&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus (Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (Worms) || 64 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire || 512 || 1024&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon || 96 || 192&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (Boss) || 160 || 224&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon (After Boss) || 160 || 320&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (Boss) || 192 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor (After Boss) || 192 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm || 640 || 1280&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 512 || 768&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja || 128 || 256&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja (After Boss) || 256 || 512&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 192 || 384&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower (Rocks) || 128 || 256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boosting increases your speed beyond the unboosted maximum by '''up to 128 units''', regardless of stage. This means boosting has a more significant effect on slow stages. For example, on Strato Storm, boosting can only increase your speed by up to 110%, while in Outcast Castle, it can increase your speed by up to 150% (early on) or ~167% (worm section).&lt;br /&gt;
&lt;br /&gt;
Whether the maximum boost of +128 is actually reachable depends on three factors:&lt;br /&gt;
* Per-character per-stage base boost speed (see table below)&lt;br /&gt;
* Main shot power bonus (grants a small bonus for each power level)&lt;br /&gt;
* Bomb count modifier (grants a bonus for less than 4 bombs, or a penalty for more than 4 bombs)&lt;br /&gt;
&lt;br /&gt;
The extra speed from boosting is calculated by adding together the values from the following tables. If the value exceeds 128, it is capped at 128.&lt;br /&gt;
&lt;br /&gt;
As an example, Chitta has a base boost speed of 48 on Air Circus. If she has full shot power, she gets a +6 bonus, and if she has the default 3 bombs, she gets a +8 bonus. &lt;br /&gt;
This means boosting on Air Circus will only increase her speed by 48 + 6 + 8 = 62 units. Even if Chitta use all her bombs to get the +32 bomb count bonus, that only gets her to 86 units.&lt;br /&gt;
In general, if a character's base boost speed is lower than 96, they can't reach the maximum boost of 128 for that stage. &lt;br /&gt;
&lt;br /&gt;
''' Base Boost Speed ''' (depends on stage and character)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Track !! Gain !! Chitta !! Miyamoto !! Bornnam !! Nirvana !! Kickle &amp;amp; Laycle !! Honest John !! Bul-Gin&lt;br /&gt;
|-&lt;br /&gt;
| Basalna City  || 96 ||  96 || 96 || 96 || 96 || 96 || 96 || 96&lt;br /&gt;
|-&lt;br /&gt;
| Air Circus  || 128 || 48 || 96 || 32 || 80 || 128 ||  112 ||  64&lt;br /&gt;
|-&lt;br /&gt;
| Velmatic Ocean  || 80 ||  128 ||  96 || 64 || 128 ||  48 || 32 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Outcast Castle  || 80 ||  64 || 128 ||  128 ||  96 || 48 || 112 ||  32&lt;br /&gt;
|-&lt;br /&gt;
| Cross Fire  || 128 || 112 ||  32 || 80 || 48 || 96 || 64 || 128&lt;br /&gt;
|-&lt;br /&gt;
| Deeply Dungeon  || 32 ||  112 ||  96 || 128 ||  80 || 128 ||  48 || 64&lt;br /&gt;
|-&lt;br /&gt;
| Cold Corridor || 64 ||  128 ||  48 || 96 || 32 || 80 || 128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Strato Storm  || 96 ||  32 || 80 || 80 || 128 ||  64 || 112 ||  128&lt;br /&gt;
|-&lt;br /&gt;
| Forest of Dead! || 80 ||  64 || 112 ||  128 ||  96 || 32 || 128 ||  48&lt;br /&gt;
|-&lt;br /&gt;
| Kingdom Grandprix || 128 || 96 || 96 || 96 || 112 ||  128 ||  128 ||  112&lt;br /&gt;
|-&lt;br /&gt;
| Yashiki of Ninja  || 112 || 128 ||  128 ||  128 ||  96 || 112 ||  112 ||  96&lt;br /&gt;
|-&lt;br /&gt;
| Kobolds Tower || 96 ||  112 ||  128 ||  112 ||  128 ||  96 || 96 || 128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Main Shot Power Bonus '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level 0 !! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| 0|| +2 || +4 || +6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' Bomb Count Modifier '''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7+&lt;br /&gt;
|-&lt;br /&gt;
| +32 || +24 || +16 || +8 || 0 || -8 || -16 || -32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The relevant routines are at 7AD6 and 174D0. The routine at 7AD6 reads from a table stored at 718C2, which contains the base boost speed values for each character and stage. The routine at 174D0 applies the main shot power bonus and the bomb count modifier, using tables stored at 17568 (shot power bonus) and 175AE (bomb count modifier). This routine also seems to do some stuff related to subweapons (probably damage calculations?) and there's a big table of subweapon-related values at 1756E.&lt;/div&gt;</summary>
		<author><name>Sylvie</name></author>
		
	</entry>
</feed>