Difference between revisions of "Mahou Daisakusen"

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[[Image:Logo@2x.png|center|]]
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[[Image:MD_logo.png|center|350px]]
 
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{{GameInfobox
 
{{GameInfobox
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|imagescalepx = 180px
 
|imagescalepx = 180px
 
|developer = [[Raizing]]
 
|developer = [[Raizing]]
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|publisher = Able Corporation
 
|officialsite = [https://www.8ing.co.jp/museum/prd/mahou/ 8ing Museum]
 
|officialsite = [https://www.8ing.co.jp/museum/prd/mahou/ 8ing Museum]
 
|music = Atsuhiro Motoyama
 
|music = Atsuhiro Motoyama
 
|planning = Kazuyuki Nakashima
 
|planning = Kazuyuki Nakashima
|program = Yuuichi Toyama <ref>http://shmuplations.com/raizingmahou/</ref>
+
|program = Yuuichi Toyama
|art = Kenichi Yokoo </br> Kazuyuki Nakashima <ref>http://shmuplations.com/raizing/</ref>
+
|art = Kenichi Yokoo </br> Kazuyuki Nakashima
|releasedate = 1993
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|releasedate = May 1993
 
|nextgame = [[Shippu Mahou Daisakusen]]
 
|nextgame = [[Shippu Mahou Daisakusen]]
}}Released in 1993, '''Mahou Daisakusen''' (JP:''魔法大作戦'') is the first game in the [[:Category:Mahou Daisakusen series|Mahou Daisakusen series]], and the first game developed by [[Raizing]]. It was released in the same year in the west with the title ''Sorcer Striker''.
+
}}
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 +
'''Mahou Daisakusen''' (JP:''魔法大作戦'', known as '''Sorcer Striker''' outside of Japan) is the first game developed by [[Raizing]] in the year 1993. It is the start of the [[:Category:Mahou Daisakusen series|Mahou Daisakusen series]]. The game features a fantasy steampunk setting with four playable characters, each with their own motivations and individual endings.
 +
 
 +
''Mahou Daisakusen'' had somewhat obscure ports for the X68000 and FM Towns PCs shortly after the Arcade version came out, before being released for PlayStation 4 as part of the M2 Shot Triggers lineup.
  
 +
{{VideoIndex}}
 
__TOC__
 
__TOC__
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{{clear}}
  
{{clear}}
+
==Story==
 +
 
 +
[[File:Mahou Daisakusen Intro Screen 0002.png|center]]
 +
 
 +
<div style="text-align:center; font-style:italic">No one knows when it began. The mobilization of the Goblins gradually expanded, until they at last succeeded in establishing a single Empire of their own.
 +
 
 +
All this weighed heavy on the brow of King Codwenna. He gathered all the loyal knights at hand and launched an attack on the Goblin Empire, but it was a total disaster. All he managed to learn was that the Goblins were ruled by a single charismatic leader—a human no less—and that the development and mass production of magical weapons was well underway.
 +
 
 +
The King was shocked. Magical weapons, which used mana to operate, were known to exist. But no one had ever succeeded in reproducing them, and their full operation was limited and not well understood. What could the Goblins be plotting…?
 +
 
 +
The King foresaw the approaching doom of his kingdom. But the Order of Knights themselves had failed! After much internal debate, the King decided to place a tremendous bounty on the Gobligan King’s head.
 +
 
 +
Now he could only wait for a hero to arrive and save them all…<ref name="story-mahou">[https://shmuplations.com/story-mahou/ Mahou Daisakusen – Story/Characters/Setting] [https://web.archive.org/web/20191230192820/http://shmuplations.com/story-mahou/ (archive)] </ref></div>
  
 
== Gameplay Overview ==
 
== Gameplay Overview ==
  
[[File:Mahou Daisakusen Stage 1 Screenshot 0080.png|thumb]]
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''Mahou Daisakusen'' is a 2 buttons game. The game has 6 stages and a final stage that is simply a boss fight (referred to as "stage 6.5" by some sources) before moving on to the second loop.
[[File:Mahou Daisakusen Screenshot Stage 2 0106.png|thumb]]
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[[File:Mahou Daisakusen Screenshot Stage 5 0149.png|thumb]]
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[[File:Mahou Daisakusen Stage 1 Screenshot 0080.png|thumb|right|Gain fighting against Breath Dragon.]]
  
 
=== Controls ===
 
=== Controls ===
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[[File:Joystick (Two Buttons).png|frameless|none|upright]]
 
[[File:Joystick (Two Buttons).png|frameless|none|upright]]
  
* '''A:''' Fires standard '''shots''' from the ship at a semi-automatic rate.
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* '''A button:''' Fires standard '''shots''' from the ship at a semi-automatic rate.
* '''B:''' Activates a '''[[bomb]]'''. Bombs are the same between characters. The bomb will take a few frames to detonate if it does not touch a enemy, solid object or the top of the game play field. If any of the listed are touched by a bomb, it will go off immediately. I-frames from the bomb are only active for as long as the bomb explosion is on screen.
+
* '''B button:''' Activates a '''[[bomb]]'''. Bombs are the same between characters. The bomb will take a few frames to detonate if it does not touch a enemy, solid object or the top of the screen. If any of the listed are touched by a bomb, it will go off immediately. I-frames from the bomb are only active for as long as the bomb explosion is on screen.
  
=== Characters / Ships ===
+
{{clear}}
  
{| class="wikitable"
+
===Items===
 +
 
 +
[[File:Mahou Daisakusen Screenshot Stage 2 0106.png|thumb|Example of a Homing Shot weapon.]]
 +
 
 +
{| class="wikitable" style="background-color:#FFFFFF"
 +
|- style
 +
! Icon || Description
 +
|-
 +
| [[File:MD_coin.png|center|26px]] <center>'''Coin'''</center> || These power-up the main shot up to Level 6. The higher the level the more coins needed.
 +
|-
 +
| [[File:MD_H_shot.png|center|44px]] <center>'''Homing Shot'''</center> || Adds two options focused on tracking enemies.
 
|-
 
|-
! !! Gain <br><small> the Warrior </small> !! Chitta <br><small> the Witch</small> !! Miyamoto <br><small> the Samurai Dragon </small> !! Bornnan <br><small> the Necromancer </small>
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| [[File:MD_W_shot.png|center|44px]] <center>'''Wide Shot'''</center> || Adds two options focused on wide area coverage.
 
|-
 
|-
| '''Portrait''' || [[File:Gain the Warrior character portrait from Mahou Daisakusen-Sorcer Striker.png]] || [[File:Portrait Chitta Mahou.png]] || [[File:Portrait Miyamoto Mahou.png]] || [[File:Portrait Bornnam Mahou.png]]
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| [[File:MD_F_shot.png|center|44px]] <center>'''Frontal Shot'''</center> || Adds two options focused on forward damage, usually the strongest out of the 3 sub-weapons.
 
|-
 
|-
| '''Speed''' || Medium-Fast || Medium-Slow || Fast || Slow
+
| [[File:MD_bomb.png|center|64px]] <center>'''Bomb'''</center> || Grants invincibility and heavily damages enemies when used. The player has 3 per life.
 
|}
 
|}
  
*
+
{{clear}}
*
 
*
 
*
 
  
=== Weapons/Magic Books ===
+
=== Extra Lives ===
  
Each magic book corresponds to its own secondary shot type that varies between characters. You must collect 3 of the same book type to max out its fire power.
+
Extends are awarded every '''300,000 points''' during the first loop. There are no 1UP items or other ways to gain extra lives.
  
*'''H-Book:''' Homing Shot Type
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==Characters==
*'''F-Book:''' Forward Shot Type
 
*'''W-Book:''' Wide Shot Type
 
  
{| class="wikitable"
+
<h3> <span style="display:none;">Gain</span></h3>
 +
{| class="wikitable" style="background-color:#FFFFFF; width:53%"
 
|-
 
|-
! Book !! Gain !! Chitta !! Miyamoto !! Bornnam
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! colspan="1" style="background-color:#E70000; color:#FFFFFF; width:26%" | <big>Gain</big>
 +
! colspan="1" style="background-color:#E70000; color:#FFFFFF" | <big>Overview</big>
 
|-
 
|-
| H || Description/Image || Description/Image || Description/Image || Description/Image
+
| [[File:Gain the Warrior character portrait from Mahou Daisakusen-Sorcer Striker.png|center]]
 +
|
 +
*'''Speed:''' Medium-Fast.
 +
*'''<span style="color:#E784AD">Homing Shot</span>:''' Releases several homing daggers.
 +
*'''<span style="color:#00ADD6">Wide Shot</span>:''' Throws axes diagonally.
 +
*'''<span style="color:#5AC600">Frontal Shot</span>:''' Shoots swords forward.
 
|-
 
|-
| F || Description/Image || Description/Image || Description/Image || Description/Image
+
| colspan="2" |
 +
*Homing Shot is quite delayed and weak, it is often not very effective when there are several enemies on the screen at once.
 +
*Wide Shot can hit enemies on both sides with good damage. It's useful for stages if the player isn't fond of the narrow coverage Frontal Shot grants.
 +
*Frontal Shot has very high piercing properties, being able to go through thick walls. Really helpful against bosses that cover up their weakpoint such as Skull Howard and Final Bashinet.
 +
**It's also his only viable weapon for the loop.
 +
*Gain isn't really complicated to use, but he is still the worst out of the four characters due to his weapon damage.
 
|-
 
|-
| W || Description/Image || Description/Image || Description/Image || Description/Image
 
 
|}
 
|}
  
=== Items ===
+
<h3> <span style="display:none;">Chitta</span></h3>
 +
{| class="wikitable" style="background-color:#FFFFFF; width:53%"
 +
|-
 +
! colspan="1" style="background-color:#6BA5FF; color:#FFFFFF; width:26%" | <big>Chitta</big>
 +
! colspan="1" style="background-color:#6BA5FF; color:#FFFFFF" | <big>Overview</big>
 +
|-
 +
| [[File:Portrait_Chitta_Mahou.png|center]]
 +
|
 +
*'''Speed:''' Medium-Slow.
 +
*'''<span style="color:#E784AD">Homing Shot</span>:''' Shoots flames aimed at enemies.
 +
*'''<span style="color:#00ADD6">Wide Shot</span>:''' Shoots ice cubes diagonally.
 +
*'''<span style="color:#5AC600">Frontal Shot</span>:''' Shoots thunderbolts forward.
 +
|-
 +
| colspan="2" |
 +
*Chitta can be considered a good beginner character thanks to her simple weapons and standard movement speed.
 +
*Homing Shot is pretty strong and easy to use, though the flames have a frequent habit of obscuring enemy bullets.
 +
*Wide Shot is mediocre and easily her worst weapon, while it gives plenty of coverage and damage isn't too low it's outclassed by Homing in basically every situation.
 +
*Frontal Shot does good damage and has very little cooldown, but it cannot pierce.
 +
|-
 +
|}
  
 +
<h3> <span style="display:none;">Miyamoto</span></h3>
 +
{| class="wikitable" style="background-color:#FFFFFF; width:53%"
 +
|-
 +
! colspan="1" style="background-color:#FFDE52; color:#FFFFFF; width:26%" | <big>Miyamoto</big>
 +
! colspan="1" style="background-color:#FFDE52; color:#FFFFFF" | <big>Overview</big>
 +
|-
 +
| [[File:Portrait_Miyamoto_Mahou.png|center]]
 +
|
 +
*'''Speed:''' Fast.
 +
*'''<span style="color:#E784AD">Homing Shot</span>:''' Shoots fireballs aimed at enemies.
 +
*'''<span style="color:#00ADD6">Wide Shot</span>:''' Throws grenades diagonally.
 +
*'''<span style="color:#5AC600">Frontal Shot</span>:''' Shoots shurikens forward, they become kunais at Level 3.
 +
|-
 +
| colspan="2" |
 +
*Homing Shot is functionally similar to Chitta's, although visibility is much better.
 +
*The Wide Shot's grenades explode upon impact, dealing lingering damage.
 +
*Somewhat standard Frontal Shot that doesn't have piercing properties, but still useful.
 +
*Practically the only character with 3 viable weapons, including during the loop.
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*Because of this, while Miyamoto's weapons aren't exceptionally strong (especially when compared to Chitta's Homing or Bornnam's Wide), he is a really versatile character.
 +
|-
 +
|}
  
*'''Coin Bag/Coins:''' Coin bags will contain 4 coins each valued at 100 points, bags will release coins in a random direction when shot. Your shot level is determined by number of coins collected starting at shot level 1. Each level up requires its own set amount of coins after gaining the next level. Level 2: 1 coin, Level 3: 2 coins, Level 4: 3 coins, Level 5: 4 coins, Level 6: 12 coins. A total of 22 coins are needed to reach max shot power for your characters main shot.
+
<h3> <span style="display:none;">Bornnam</span></h3>
*'''Bomb Icon:''' Bomb icons are dropped by predetermined enemies or scenery in each stage. You can carry as many bombs as you can get a hold of but the bomb counter will only display 9 in stock.
+
{| class="wikitable" style="background-color:#FFFFFF; width:53%"
 +
|-
 +
! colspan="1" style="background-color:#D759C7; color:#FFFFFF; width:26%" | <big>Bornnam</big>
 +
! colspan="1" style="background-color:#D759C7; color:#FFFFFF" | <big>Overview</big>
 +
|-
 +
| [[File:Portrait_Bornnam_Mahou.png|center]]
 +
|
 +
*'''Speed:''' Slow.
 +
*'''<span style="color:#E784AD">Homing Shot</span>:''' Shoots spirits that move sideways upon detecting an enemy.
 +
*'''<span style="color:#00ADD6">Wide Shot</span>:''' Shoots several bats in front of the ship.
 +
*'''<span style="color:#5AC600">Frontal Shot</span>:''' Shoots ghostly skulls forward.
 +
|-
 +
| colspan="2" |
 +
*Homing Shot is pretty unremarkable, even with the slight splash damage it has after hitting a target.
 +
*Wide Shot covers a large portion of the screen and has instant reload rate, able to deal high damage even from far away. A good tool to have considering Bornnam's slow speed.
 +
*The strongest Frontal Shot in the game and has piercing properties. Bornnam's skulls can easily pierce through several enemies and make quick work of them, though they can't fully go through walls.
 +
*Slowest speed can make it hard to grab more than one power-up after dying.
 +
|-
 +
|}
  
=== Extra Lives ===
+
== Rank ==
  
 +
Rank in ''Mahou Daisakusen'' is a composite of several contributing elements.  It affects enemy HP, the number of bullets fired by enemy attacks and the timing and frequency of enemy attacks.
  
Extends are awarded every 300,000 points ''in the first loop only''.
 
 
There are no 1up items or other ways to gain extra lives.
 
 
== Rank ==
 
 
Rank in Mahou Daisakusen is a composite of several contributing elements.  It affects enemy HP, the number of bullets fired by enemy attacks and the timing and frequency of enemy attacks.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!rowspan="2"|Region
 
!rowspan="2"|Region
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|}
 
|}
  
There is also a survival element that increments every 4096 frames.  This resets to 0 upon death and at the beginning of each stage.
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There is also a survival element that increments every 4096 frames.  This resets to 0 upon death and at the beginning of each stage. The maximum rank value is 63.
The maximum rank value is 63.
 
  
==Stages==
+
Reaching specific rank thresholds will trigger different behavior in some enemies like Skull Howard's main pattern gaining 2 extras bullets and the stage 4 green dragon bombers firing as soon as they appear, both of these can be seen during the second loop.
  
There are six stages and a finale. A typical completion of all stages in the first loop might take approximately 29 minutes.
+
==Loops==
  
=== Loops ===
+
The second loop features considerable higher rank and is much harder as a result. The player can no longer earn extends and won't release any sub-weapon items after dying. Due to the increased rank, enemy HP and aggressiveness are drastically increased. Some enemies have different behavior, such as the stage 1/5 wizards' bullets gaining slight homing capabilities.
  
This game has 2 loops with the second being much harder due to the increase in rank. The second loop no longer rewards score extends and upon death the player character does not release any subweapon items to be recovered.  Due to the increased rank, enemies have much more HP and are more aggressive.
+
==Scoring==
  
== Scoring ==
+
Scoring is very simple and consists mainly of destroying enemies, any destructible projectiles and collecting excess items.
  
=== Summary ===
+
===Milking===
Scoring is very simple and consists mainly of destroying enemies, any destructible projectiles and collecting excess items.
 
  
The most significant scoring point is destroying the destructible projectiles shot by the stage 4 boss. These provide 5800 points each but are only shot by the boss at random times. Each attack the boss can choose between a time-consuming laser attack, and firing the projectiles with an equal probability of each. This means the number of projectiles that can be destroyed before the time limit and the boss escapes depends heavily on luck.
+
Many enemies will fire projectiles in some way or leave minions when left alive for long enough. However, the highest scoring sections opportunities for milking are the bosses. Destroying Breath Dragon's left or right head will make it release flying enemies more often from the side that was just destroyed. Violent Slime's destructible bullets can also be milked for points to some degree. The most important boss in this regard is Bashinet Special (the Stage 4 encounter) and his spinning pods as each one of them is worth '''5,800 points'''. Unfortunately, because the boss patterns are selected at random, whether the player earns a considerable amount of score or very little is heavily reliant on luck.
  
=== Points ===
+
===Enemy destruction===
  
 
{| class="wikitable"
 
{| class="wikitable"
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! Action !! Points
 
! Action !! Points
 
|-
 
|-
|Very small enemies (such as the goblin foot soldiers that run along the ground) and destructible projectiles destroyed ||Multiples of '''10 points'''
+
|Very small enemies (such as the goblin foot soldiers that run along the ground) and destructible projectiles. || Multiples of '''10 points'''.
 
|-
 
|-
|Popcorn and other small enemies destroyed ||Multiples of '''100 points'''
+
|Popcorn and other small enemies. || Multiples of '''100 points'''.
 
|-
 
|-
|Large enemies destroyed ||Multiples of '''1,000 points'''
+
|Large enemies. || Multiples of '''1,000 points'''.
 
|-
 
|-
|Boss or parts of a boss (including the inactive boss ships at the end of stage 5) destroyed || Multiples of '''10,000 points''' (up to 120,000 for final boss)
+
|Boss or boss parts (including the inactive boss ships at the end of stage 5). || Multiples of '''10,000 points''' (up to 120,000 for the final boss).
 
|-
 
|-
|Collecting coins when shot is at full power ||'''100 points''' per coin
 
 
|}
 
|}
  
There are no points awarded for the completion of a stage or completion of a loop.
+
===Surplus items===
 +
 
 +
Power-ups will grant points once the player has maxed out their shot and sub-weapons respectively. This does not apply to bombs as they never cap, though the graphic stops updating after reaching 9 bombs.
 +
 
 +
{| class="wikitable" style="text-align:center;"
 +
! Power-up !! Value
 +
|-
 +
| [[File:MD_coin.png|center|26px]] '''Coin''' || '''100 points'''
 +
|-
 +
| [[File:MD_H_shot.png|center|44px]] '''Homing Shot''' || '''1,000 points'''
 +
|-
 +
| [[File:MD_W_shot.png|center|44px]] '''Wide Shot''' || '''1,000 points'''
 +
|-
 +
| [[File:MD_F_shot.png|center|44px]] '''Frontal Shot''' || '''1,000 points'''
 +
|}
 +
 
 +
Due to the random trajectory of coins after being released a good strategy is to fly on top of the flying sacks as they appear before firing, but this isn't always possible.
  
 
===  Example Scores ===
 
===  Example Scores ===
  
A typical score at the end of a first loop where a large portion of enemies and all bosses are destroyed might be '''1,500,000'''. Record scores at the end of the first loop exceed '''1,900,000'''. See the [[STG Hall of Records]] for more scores.
+
A typical score at the end of a first loop where a large portion of enemies and all bosses are destroyed might be '''1,500,000'''. Record scores at the end of the first loop exceed '''1,900,000'''. See the [[STG_Hall_of_Records/M#Mahou_Daisakusen|STG Hall of Records]] for more scores.
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 +
==Development History==
 +
 
 +
This is the first game developed by Raizing, a video game developer founded by former [[Compile]] staff: programmer Yuichi Toyama, pixel artist Kenichi Yokoo, graphic designer/planner Kazuyuki Nakashima and freelance composer Atsuhiro Motoyama. Toyama wanted to make arcade games after being involved in the development of Seirei Shinsei Spriggan and Spriggan Mark 2, and moved to Tokyo after being encouraged by his contacts Tomonori Fujisawa and Masato Toyoshima, both from Naxat Soft<ref>[https://www.youtube.com/watch?v=EnBZvyxTVaU Game Preservation Society - Yūichi TOYAMA ~Pioneer of Modern Real-Time Strategy Games~]</ref>, leaving Compile alongside Kazuyuki Nakashima to form Raizing. The game started development in 1992 with the team working in a single room of an apartment. Nakashima describes it as "a picture of hell" but despite of this, it allowed them to develop a very strong, colorful game<ref>[http://shmuplations.com/raizingmahou/ Mahou Daisakusen – 2013 Developer Interviews]</ref>, using the Toaplan Version 2 board as the hardware. Initially, it was centered around Chinese martial arts under the title of '''Haougekiden Saifuaa''' (覇王撃伝 砕破, "Dynasty Shooting Legend – Blast!"). This concept was short-lived and didn't make it past the planning stage as Toaplan staff, who were in contact with the team advised them, saying that "shooting games should have worldwide appeal". This led to the concept being reworked into a fantasy-themed shoot em' up in order to appeal to the ever-growing audience of console RPGs.<ref name="raizing-2010">[http://shmuplations.com/raizing/ Raizing STG – 2010 Developer Interview]</ref>
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 +
[[File:Haougekiden saifuaa.jpg|center|600px]]
 +
 
 +
<div align="center">
 +
{| class="wikitable" style="width:45%; text-align:center; font-size:large"
 +
|-
 +
|
 +
Mahou Daisakusen Prototype “Haougekiden Saifua” Design Notes
 +
 
 +
Vertical Shooting Design Notes – 1
 +
 
 +
Chinese Martial Arts Cyborg Shooting Game
 +
 
 +
Haougekiden Saifua
 +
 
 +
- Story -
 +
 
 +
<div align="justify">The three heroes are absorbed in their daily training with their Master Shuzan. One day, an unfamiliar man dressed as a martial artist challenges their Master and kills him in the fight.Though stricken with their own powerlessness, following their master’s pet “Golden Monkey” they are led to the land of a mysterious hermit where they receive training. 5 years later, the three heroes, together with their monkey, hear a rumour about a bounty…</div>
 +
 
 +
- Ryuuga -
 +
 
 +
<div align="justify">A former brigand who only knew a life of crime, he loses a fight to Master Shuzan and becomes his pupil. His dragon form shot that fires in front is his special ability.</div>
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|-
 +
|}
 +
</div>
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 +
[[File:MD bashinet.png|130px|right|thumb|The persistent Bashinet, a continuation of the Dire 51 from Musha.]] The team wanted to give the game a strong sense of character and story, adding character dialogue during stages. They also included steampunk elements such as mecha designs to enemies in order to make the shooting feel more flashy.<ref name="raizing-2010" /> Some aspects of Compile's [[Musha Aleste]] can be seen in the final game like the power-up system as mentioned by Yokoo, who considers it one of his favorite games<ref name="raizing-2010" />, and the "Dire 51" rival ship, reflected in Bashinet and his seemingly countless encounters seen throughout the game. Raizing struggled to decide the title for the game, Yooko mentions the team had 108 rejected titles before being done. The final title for the game was intended to be '''Mahou Daisensou''' (魔法大戦争, "Great Magic War"), even having the in-game graphics for it finished. However, seeing the game '''Kaitei Daisensou''' (海底大戦争, released as '''In the Hunt''' for western audiences) shown by [[Irem]] during that year's AM Show prompted the team to brainstorm once again. In the end, they settled for the title '''Mahou Daisakusen'''.<ref name="story-mahou" />
  
== Strategy ==
+
{{clear}}
  
*'''[[Mahou Daisakusen/Video Index|Video Index]]'''
+
==Version Differences==
  
== Story ==
+
===Sorcer Striker===
[[File:Mahou Daisakusen Intro Screen 0002.png|none|thumb]]
 
  
== Development History ==
+
This is the international version. It features much lower difficulty in comparison to its Japanese counterpart. A exception to this is the Korean release, that starts roughly the same as the Japanese version difficulty-wise but slowly increases higher, being the hardest version of the game there later on. Both versions have the intro sequence and character's dialogue translated to the English language.
  
This is the first game developed by Raizing.
+
===PS4===
  
== Version Differences ==
+
This is a version developed by M2 released in 2017 for PlayStation 4 as part of their Shot Trigger releases.
  
{{GameInfobox
+
TBD
|bordercolor = grey
+
 
|title = Sorcer Striker
+
==Trivia==
|background = #f8f8f8
+
===Rejected titles===
|image = Sorcer Striker Title Screen.png
+
The development team went through a total of 108 failed titles before settling on Mahou Daisakusen. Here are some of the most noteworthy ones:
|width = 324px;
+
 
|imagecaption = Title screen
+
*'''Elemental Armor''' (エレメンタルアーマー): Sounded cliché and it was too similar to Elemental Master, a shoot em' up by [[Technosoft]] for the SEGA Megadrive/Genesis.
|imagescalepx = 180px
+
 
 +
*'''Destroy the Magic Castle of Gladiolus!''' (魔法要塞グラジオラスを叩け!): It was supposed to evoke the image of an old adventure story.
 +
 
 +
*'''Fun Ball''' (フン・バル): Everyone liked it but still, no dice.
 +
 
 +
*'''Mahou Keiji (Magic Cop)''' (魔法刑事 - マジックコップ): Would have been a shoot em' up where you catch magic criminals.
 +
 
 +
*'''Shuyaku''' (シュヤク): Was supposed to make you feel like the ''shuyaku'' (main character). Failed.
 +
 
 +
*'''Spell Dynamic''' (スペルダイナミック): Someone liked Dynamic Pro…
 +
 
 +
*'''Death Pegasus''' (デスベガス): Death + Pegasus…lacked oomph.
 +
 
 +
*'''The Invincible Magic G''' (無敵魔導G): Sounded like a single hero story, not good.
  
|releasedate = 1993
+
*'''Magic Sensei''' (魔法先生): Would have been a shoot em' up where delinquents receive correctional education at magic school…
}}
 
  
Western release, Sorcer Striker, is a much easier game in both loops due to reduced rank.  However, the Korean version of Sorcer Striker has even higher rank than the Japanese version and so is the most difficult version.
+
*'''The Fearless Mages''' (命知らずの魔導師達): It was just too manly for everyone.
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
Mahou Daisakusen poster .jpg|Japanese poster
+
Mahou Daisakusen poster .jpg|Japanese poster.
 +
Image:Logo@2x.png
 +
Sorcer Striker Title Screen.png|International version title screen.
 +
SS_logo.png|International version logo.
 +
Mahou Daisakusen Screenshot Stage 5 0149.png
 
</gallery>
 
</gallery>
 +
 
== References & Contributors ==
 
== References & Contributors ==
  
 
[[Category:Mahou Daisakusen series]]
 
[[Category:Mahou Daisakusen series]]
 
[[Category:Vertical orientation]]
 
[[Category:Vertical orientation]]
 +
[[Category:Environmental hazard mechanic]]
 +
[[Category:Bomb mechanic]]

Latest revision as of 08:37, 21 November 2023

MD logo.png

Mahou Daisakusen
Mahou title.png

Title screen

Developer: Raizing
Publisher: Able Corporation
Official site: 8ing Museum
Planning: Kazuyuki Nakashima
Music: Atsuhiro Motoyama
Program: Yuuichi Toyama
Art: Kenichi Yokoo
Kazuyuki Nakashima
Release date: May 1993
Next game: Shippu Mahou Daisakusen

Mahou Daisakusen (JP:魔法大作戦, known as Sorcer Striker outside of Japan) is the first game developed by Raizing in the year 1993. It is the start of the Mahou Daisakusen series. The game features a fantasy steampunk setting with four playable characters, each with their own motivations and individual endings.

Mahou Daisakusen had somewhat obscure ports for the X68000 and FM Towns PCs shortly after the Arcade version came out, before being released for PlayStation 4 as part of the M2 Shot Triggers lineup.

For replay videos, visit the Video Index.

Story

Mahou Daisakusen Intro Screen 0002.png
No one knows when it began. The mobilization of the Goblins gradually expanded, until they at last succeeded in establishing a single Empire of their own.

All this weighed heavy on the brow of King Codwenna. He gathered all the loyal knights at hand and launched an attack on the Goblin Empire, but it was a total disaster. All he managed to learn was that the Goblins were ruled by a single charismatic leader—a human no less—and that the development and mass production of magical weapons was well underway.

The King was shocked. Magical weapons, which used mana to operate, were known to exist. But no one had ever succeeded in reproducing them, and their full operation was limited and not well understood. What could the Goblins be plotting…?

The King foresaw the approaching doom of his kingdom. But the Order of Knights themselves had failed! After much internal debate, the King decided to place a tremendous bounty on the Gobligan King’s head.

Now he could only wait for a hero to arrive and save them all…[1]

Gameplay Overview

Mahou Daisakusen is a 2 buttons game. The game has 6 stages and a final stage that is simply a boss fight (referred to as "stage 6.5" by some sources) before moving on to the second loop.

Gain fighting against Breath Dragon.

Controls

Joystick (Two Buttons).png
  • A button: Fires standard shots from the ship at a semi-automatic rate.
  • B button: Activates a bomb. Bombs are the same between characters. The bomb will take a few frames to detonate if it does not touch a enemy, solid object or the top of the screen. If any of the listed are touched by a bomb, it will go off immediately. I-frames from the bomb are only active for as long as the bomb explosion is on screen.

Items

Example of a Homing Shot weapon.
Icon Description
MD coin.png
Coin
These power-up the main shot up to Level 6. The higher the level the more coins needed.
MD H shot.png
Homing Shot
Adds two options focused on tracking enemies.
MD W shot.png
Wide Shot
Adds two options focused on wide area coverage.
MD F shot.png
Frontal Shot
Adds two options focused on forward damage, usually the strongest out of the 3 sub-weapons.
MD bomb.png
Bomb
Grants invincibility and heavily damages enemies when used. The player has 3 per life.

Extra Lives

Extends are awarded every 300,000 points during the first loop. There are no 1UP items or other ways to gain extra lives.

Characters

Gain

Gain Overview
Gain the Warrior character portrait from Mahou Daisakusen-Sorcer Striker.png
  • Speed: Medium-Fast.
  • Homing Shot: Releases several homing daggers.
  • Wide Shot: Throws axes diagonally.
  • Frontal Shot: Shoots swords forward.
  • Homing Shot is quite delayed and weak, it is often not very effective when there are several enemies on the screen at once.
  • Wide Shot can hit enemies on both sides with good damage. It's useful for stages if the player isn't fond of the narrow coverage Frontal Shot grants.
  • Frontal Shot has very high piercing properties, being able to go through thick walls. Really helpful against bosses that cover up their weakpoint such as Skull Howard and Final Bashinet.
    • It's also his only viable weapon for the loop.
  • Gain isn't really complicated to use, but he is still the worst out of the four characters due to his weapon damage.

Chitta

Chitta Overview
Portrait Chitta Mahou.png
  • Speed: Medium-Slow.
  • Homing Shot: Shoots flames aimed at enemies.
  • Wide Shot: Shoots ice cubes diagonally.
  • Frontal Shot: Shoots thunderbolts forward.
  • Chitta can be considered a good beginner character thanks to her simple weapons and standard movement speed.
  • Homing Shot is pretty strong and easy to use, though the flames have a frequent habit of obscuring enemy bullets.
  • Wide Shot is mediocre and easily her worst weapon, while it gives plenty of coverage and damage isn't too low it's outclassed by Homing in basically every situation.
  • Frontal Shot does good damage and has very little cooldown, but it cannot pierce.

Miyamoto

Miyamoto Overview
Portrait Miyamoto Mahou.png
  • Speed: Fast.
  • Homing Shot: Shoots fireballs aimed at enemies.
  • Wide Shot: Throws grenades diagonally.
  • Frontal Shot: Shoots shurikens forward, they become kunais at Level 3.
  • Homing Shot is functionally similar to Chitta's, although visibility is much better.
  • The Wide Shot's grenades explode upon impact, dealing lingering damage.
  • Somewhat standard Frontal Shot that doesn't have piercing properties, but still useful.
  • Practically the only character with 3 viable weapons, including during the loop.
  • Because of this, while Miyamoto's weapons aren't exceptionally strong (especially when compared to Chitta's Homing or Bornnam's Wide), he is a really versatile character.

Bornnam

Bornnam Overview
Portrait Bornnam Mahou.png
  • Speed: Slow.
  • Homing Shot: Shoots spirits that move sideways upon detecting an enemy.
  • Wide Shot: Shoots several bats in front of the ship.
  • Frontal Shot: Shoots ghostly skulls forward.
  • Homing Shot is pretty unremarkable, even with the slight splash damage it has after hitting a target.
  • Wide Shot covers a large portion of the screen and has instant reload rate, able to deal high damage even from far away. A good tool to have considering Bornnam's slow speed.
  • The strongest Frontal Shot in the game and has piercing properties. Bornnam's skulls can easily pierce through several enemies and make quick work of them, though they can't fully go through walls.
  • Slowest speed can make it hard to grab more than one power-up after dying.

Rank

Rank in Mahou Daisakusen is a composite of several contributing elements. It affects enemy HP, the number of bullets fired by enemy attacks and the timing and frequency of enemy attacks.

Region Difficulty
Easy Medium Hard Harder
Japan +0 +8 +16 +24
World +0 +4 +8 +16
Korea +0 +8 +16 +24
Region Loop
1 2
Japan +0 +24
World +0 +16
Korea +0 +32
Region Stage
1 2 3 4 5 6
Japan +0 +2 +4 +8 +16 +24
World +0 +1 +2 +3 +4 +6
Korea +0 +2 +4 +10 +18 +28
Shot Power 0 1 2 3 4 5
+ 0 1 2 3 4 8
Character Sub-weapon Level
1 2 3
Gain F +4 +5 +7
W +2 +4 +6
H +2 +3 +5
Chitta F +5 +6 +8
W +3 +5 +6
H +2 +3 +4
Miyamoto F +1 +2 +4
W +1 +3 +5
H +3 +4 +6
Bornnam F +2 +3 +5
W +2 +3 +4
H +3 +4 +6

There is also a survival element that increments every 4096 frames. This resets to 0 upon death and at the beginning of each stage. The maximum rank value is 63.

Reaching specific rank thresholds will trigger different behavior in some enemies like Skull Howard's main pattern gaining 2 extras bullets and the stage 4 green dragon bombers firing as soon as they appear, both of these can be seen during the second loop.

Loops

The second loop features considerable higher rank and is much harder as a result. The player can no longer earn extends and won't release any sub-weapon items after dying. Due to the increased rank, enemy HP and aggressiveness are drastically increased. Some enemies have different behavior, such as the stage 1/5 wizards' bullets gaining slight homing capabilities.

Scoring

Scoring is very simple and consists mainly of destroying enemies, any destructible projectiles and collecting excess items.

Milking

Many enemies will fire projectiles in some way or leave minions when left alive for long enough. However, the highest scoring sections opportunities for milking are the bosses. Destroying Breath Dragon's left or right head will make it release flying enemies more often from the side that was just destroyed. Violent Slime's destructible bullets can also be milked for points to some degree. The most important boss in this regard is Bashinet Special (the Stage 4 encounter) and his spinning pods as each one of them is worth 5,800 points. Unfortunately, because the boss patterns are selected at random, whether the player earns a considerable amount of score or very little is heavily reliant on luck.

Enemy destruction

Action Points
Very small enemies (such as the goblin foot soldiers that run along the ground) and destructible projectiles. Multiples of 10 points.
Popcorn and other small enemies. Multiples of 100 points.
Large enemies. Multiples of 1,000 points.
Boss or boss parts (including the inactive boss ships at the end of stage 5). Multiples of 10,000 points (up to 120,000 for the final boss).

Surplus items

Power-ups will grant points once the player has maxed out their shot and sub-weapons respectively. This does not apply to bombs as they never cap, though the graphic stops updating after reaching 9 bombs.

Power-up Value
MD coin.png
Coin
100 points
MD H shot.png
Homing Shot
1,000 points
MD W shot.png
Wide Shot
1,000 points
MD F shot.png
Frontal Shot
1,000 points

Due to the random trajectory of coins after being released a good strategy is to fly on top of the flying sacks as they appear before firing, but this isn't always possible.

Example Scores

A typical score at the end of a first loop where a large portion of enemies and all bosses are destroyed might be 1,500,000. Record scores at the end of the first loop exceed 1,900,000. See the STG Hall of Records for more scores.

Development History

This is the first game developed by Raizing, a video game developer founded by former Compile staff: programmer Yuichi Toyama, pixel artist Kenichi Yokoo, graphic designer/planner Kazuyuki Nakashima and freelance composer Atsuhiro Motoyama. Toyama wanted to make arcade games after being involved in the development of Seirei Shinsei Spriggan and Spriggan Mark 2, and moved to Tokyo after being encouraged by his contacts Tomonori Fujisawa and Masato Toyoshima, both from Naxat Soft[2], leaving Compile alongside Kazuyuki Nakashima to form Raizing. The game started development in 1992 with the team working in a single room of an apartment. Nakashima describes it as "a picture of hell" but despite of this, it allowed them to develop a very strong, colorful game[3], using the Toaplan Version 2 board as the hardware. Initially, it was centered around Chinese martial arts under the title of Haougekiden Saifuaa (覇王撃伝 砕破, "Dynasty Shooting Legend – Blast!"). This concept was short-lived and didn't make it past the planning stage as Toaplan staff, who were in contact with the team advised them, saying that "shooting games should have worldwide appeal". This led to the concept being reworked into a fantasy-themed shoot em' up in order to appeal to the ever-growing audience of console RPGs.[4]

Haougekiden saifuaa.jpg

Mahou Daisakusen Prototype “Haougekiden Saifua” Design Notes

Vertical Shooting Design Notes – 1

Chinese Martial Arts Cyborg Shooting Game

Haougekiden Saifua

- Story -

The three heroes are absorbed in their daily training with their Master Shuzan. One day, an unfamiliar man dressed as a martial artist challenges their Master and kills him in the fight.Though stricken with their own powerlessness, following their master’s pet “Golden Monkey” they are led to the land of a mysterious hermit where they receive training. 5 years later, the three heroes, together with their monkey, hear a rumour about a bounty…

- Ryuuga -

A former brigand who only knew a life of crime, he loses a fight to Master Shuzan and becomes his pupil. His dragon form shot that fires in front is his special ability.
The persistent Bashinet, a continuation of the Dire 51 from Musha.

The team wanted to give the game a strong sense of character and story, adding character dialogue during stages. They also included steampunk elements such as mecha designs to enemies in order to make the shooting feel more flashy.[4] Some aspects of Compile's Musha Aleste can be seen in the final game like the power-up system as mentioned by Yokoo, who considers it one of his favorite games[4], and the "Dire 51" rival ship, reflected in Bashinet and his seemingly countless encounters seen throughout the game. Raizing struggled to decide the title for the game, Yooko mentions the team had 108 rejected titles before being done. The final title for the game was intended to be Mahou Daisensou (魔法大戦争, "Great Magic War"), even having the in-game graphics for it finished. However, seeing the game Kaitei Daisensou (海底大戦争, released as In the Hunt for western audiences) shown by Irem during that year's AM Show prompted the team to brainstorm once again. In the end, they settled for the title Mahou Daisakusen.[1]

Version Differences

Sorcer Striker

This is the international version. It features much lower difficulty in comparison to its Japanese counterpart. A exception to this is the Korean release, that starts roughly the same as the Japanese version difficulty-wise but slowly increases higher, being the hardest version of the game there later on. Both versions have the intro sequence and character's dialogue translated to the English language.

PS4

This is a version developed by M2 released in 2017 for PlayStation 4 as part of their Shot Trigger releases.

TBD

Trivia

Rejected titles

The development team went through a total of 108 failed titles before settling on Mahou Daisakusen. Here are some of the most noteworthy ones:

  • Elemental Armor (エレメンタルアーマー): Sounded cliché and it was too similar to Elemental Master, a shoot em' up by Technosoft for the SEGA Megadrive/Genesis.
  • Destroy the Magic Castle of Gladiolus! (魔法要塞グラジオラスを叩け!): It was supposed to evoke the image of an old adventure story.
  • Fun Ball (フン・バル): Everyone liked it but still, no dice.
  • Mahou Keiji (Magic Cop) (魔法刑事 - マジックコップ): Would have been a shoot em' up where you catch magic criminals.
  • Shuyaku (シュヤク): Was supposed to make you feel like the shuyaku (main character). Failed.
  • Spell Dynamic (スペルダイナミック): Someone liked Dynamic Pro…
  • Death Pegasus (デスベガス): Death + Pegasus…lacked oomph.
  • The Invincible Magic G (無敵魔導G): Sounded like a single hero story, not good.
  • Magic Sensei (魔法先生): Would have been a shoot em' up where delinquents receive correctional education at magic school…
  • The Fearless Mages (命知らずの魔導師達): It was just too manly for everyone.

Gallery

References & Contributors