Difference between revisions of "Mahou Daisakusen"
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− | '''Mahou Daisakusen''' (JP:''魔法大作戦'') 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''' (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 ShotTriggers lineup. | ''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 ShotTriggers lineup. | ||
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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. | ''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 Stage 1 Screenshot 0080.png|thumb | + | [[File:Mahou Daisakusen Stage 1 Screenshot 0080.png|thumb|right|Gain fighting against Breath Dragon.]] |
− | |||
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=== Controls === | === Controls === | ||
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* '''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. | * '''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. | ||
− | + | {{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. | ||
|- | |- | ||
− | + | | [[File:MD_W_shot.png|center|44px]] <center>'''Wide Shot'''</center> || Adds two options focused on wide area coverage. | |
|- | |- | ||
− | + | | [[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. | |
|- | |- | ||
− | | ''' | + | | [[File:MD_bomb.png|center|64px]] <center>'''Bomb'''</center> || Grants invincibility and heavily damages enemies when used. The player has 3 per life. |
|} | |} | ||
− | + | {{clear}} | |
− | |||
− | |||
− | |||
− | === | + | === 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== | |
− | |||
− | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! | + | ! !! Gain <br><small> the Warrior </small> !! Chitta <br><small> the Witch</small> !! Miyamoto <br><small> the Samurai Dragon </small> !! Bornnam <br><small> the Necromancer </small> |
|- | |- | ||
− | | | + | | '''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]] |
|- | |- | ||
− | | | + | | '''Speed''' || Medium-Fast || Medium-Slow || Fast || Slow |
− | |- | ||
− | |||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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== Rank == | == Rank == | ||
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The maximum rank value is 63. | The maximum rank value is 63. | ||
− | == | + | ==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 side heads will make it release several goblins for as long as the fight lasts. Violent Slime's destructible bullets can also be milked for points. The most important boss in this regard is Bashinet Special 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=== |
{| 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 | + | |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. | ||
+ | |||
+ | {| 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 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. |
== Strategy == | == Strategy == | ||
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<gallery> | <gallery> | ||
Mahou Daisakusen poster .jpg|Japanese poster | Mahou Daisakusen poster .jpg|Japanese poster | ||
+ | Mahou Daisakusen Screenshot Stage 5 0149.png | ||
</gallery> | </gallery> | ||
== References & Contributors == | == References & Contributors == |
Revision as of 01:36, 4 May 2023
Title screen
Developer: | Raizing |
---|---|
Official site: | 8ing Museum |
Planning: | Kazuyuki Nakashima |
Music: | Atsuhiro Motoyama |
Program: | Yasunari Watanabe Yuuichi Toyama [1] |
Art: | Kenichi Yokoo Kazuyuki Nakashima [2] |
Release date: | 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 ShotTriggers lineup.
Contents
Story
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…[3]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.
Controls
- 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
Icon | Description |
---|---|
|
These power-up the main shot up to Level 6. The higher the level the more coins needed. |
|
Adds two options focused on tracking enemies. |
|
Adds two options focused on wide area coverage. |
|
Adds two options focused on forward damage, usually the strongest out of the 3 sub-weapons. |
|
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 the Warrior |
Chitta the Witch |
Miyamoto the Samurai Dragon |
Bornnam the Necromancer | |
---|---|---|---|---|
Portrait | ![]() |
![]() |
![]() |
![]() |
Speed | Medium-Fast | Medium-Slow | Fast | Slow |
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.
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 side heads will make it release several goblins for as long as the fight lasts. Violent Slime's destructible bullets can also be milked for points. The most important boss in this regard is Bashinet Special 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 |
---|---|
Coin | 100 points |
Homing Shot | 1,000 points |
Wide Shot | 1,000 points |
Frontal Shot | 1,000 points |
Due to the random trajectory of coins 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.
Strategy
Development History
This is the first game developed by Raizing.
Version Differences
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.