Difference between revisions of "Shippu Mahou Daisakusen/Guides"

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These are general guides not catered to any one specific character/ship. They are categorized by the goal being sought: 1cc, 2-all, or score run, and they attempt to focus on the most relevant parts of their respective run. They skim over unimportant parts of the game or details that the player can probably figure out themselves.
 
These are general guides not catered to any one specific character/ship. They are categorized by the goal being sought: 1cc, 2-all, or score run, and they attempt to focus on the most relevant parts of their respective run. They skim over unimportant parts of the game or details that the player can probably figure out themselves.
  
Generally speaking, the first thing one must do is decide which [[Shippu_Mahou_Daisakusen#Characters|character]] to choose. See [[Shippu_Mahou_Daisakusen#Characters]] for details about each character's stats. The most important stats are weapon power, control, and bombs. Other stats are less useful, more situational, or are only important in certain categories. Overall, the most powerful character (and likely easiest one to achieve goals with) is probably Miyamoto, and the weakest one may be Gain because of his lack of any good weapon, or Chitta because of her absolutely awful control and movement speed. Shippy Mahou Daisaku typically splits scores based on character when competing for score, so in that case, character selection is less important; one can just compete for the best score with the preferred character. See the [[STG_Hall_of_Records#Raizing_.2F_8ing| Hall of Records]] for more info about the current highest scores.
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Generally speaking, the first thing one must do is decide which [[Shippu_Mahou_Daisakusen#Characters|character]] to choose. See [[Shippu_Mahou_Daisakusen#Characters]] for details about each character's stats. The most important stats are weapon power, control, and bombs. Other stats are less useful, more situational, or are only important in certain categories. Overall, the most powerful character (and likely easiest one to achieve goals with) is probably '''Miyamoto''', and the weakest one may be '''Gain''' because of his lack of any good weapon, or '''Chitta''' because of her absolutely awful control. Shippy Mahou Daisakusen typically splits scores based on character when competing for score, so in that case, character selection is less important; one can just compete for the best score with the preferred character. See the [[STG_Hall_of_Records#Raizing_.2F_8ing| Hall of Records]] for more info about the current highest scores.
  
 
==Anatomy of a 1cc==
 
==Anatomy of a 1cc==
todo
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===Stage 1===
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==Anatomy of a 2-all==
 
==Anatomy of a 2-all==

Revision as of 11:42, 14 July 2020

These are general guides not catered to any one specific character/ship. They are categorized by the goal being sought: 1cc, 2-all, or score run, and they attempt to focus on the most relevant parts of their respective run. They skim over unimportant parts of the game or details that the player can probably figure out themselves.

Generally speaking, the first thing one must do is decide which character to choose. See Shippu_Mahou_Daisakusen#Characters for details about each character's stats. The most important stats are weapon power, control, and bombs. Other stats are less useful, more situational, or are only important in certain categories. Overall, the most powerful character (and likely easiest one to achieve goals with) is probably Miyamoto, and the weakest one may be Gain because of his lack of any good weapon, or Chitta because of her absolutely awful control. Shippy Mahou Daisakusen typically splits scores based on character when competing for score, so in that case, character selection is less important; one can just compete for the best score with the preferred character. See the Hall of Records for more info about the current highest scores.

Anatomy of a 1cc

Stage 1

Anatomy of a 2-all

todo

Anatomy of a score run

todo