Shippu Mahou Daisakusen/Techniques

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General techniques

Opening bomb

Technique: Get ahead with an opening bomb
KGP-tech-openingbomb.gif

Bombs are one of the few ways to significantly hinder rival racers. Since everyone will consistently be bunched up at the start of the race, it's a good place to knock them all back with a bomb. Ride an early lead to an eventual victory. Works great with the spin glitch in score runs as the two techniques naturally overlap, and it's highly recommended for helping reach the second loop in 2-ALLs.

Opening bombs are most helpful on tracks you're trying to win and actually have a chance of winning, such as Basalna City, Outcast Castle, and Cold Corridor. You probably want to avoid accidentally bombing enemy racers when you're not trying to win a race (such as on most of the second loop tracks, see losing on purpose) as rival racers are a source of heavy randomness and are extremely dangerous to have on the screen; you want them all way ahead of you as soon as possible.

Sometimes this technique overlaps with another objective, such as killing some high HP enemies near the start of the race, such as in the animation to the right. You'll have to judge based on the position of the racers whether or not to wait a bit or to bomb early and potentially miss some enemies up ahead. This is mainly only relevant for Cold Corridor and Deeply Dungeon (which you should probably not be using an opening bomb on).

Examples

Use stage hazards

Technique: Use stage hazards

Outcast Castle, Yashiki of Ninja, and to a lesser extent Deeply Dungeon feature certain stage hazards that can almost guarantee a race win.

In Outcast Castle, a giant set of doors will close as you enter the castle. Any rival racers that don't make it through in time will be permanently slowed for the rest of the race. Needless to say, this is great if you're trying to win races. This also goes great with opening bombs as you will certainly be able enter the door before anyone else does.

In Yashiki of Ninja, after defeating Hayatemaru, the mansion will be set on fire. A blazing inferno will chase the player, and any enemies caught behind it will be permanently slowed for the rest of the race. This is of limited usefulness because the level is essentially already over, and there is no real reason to even go to Yashiki of Ninja other than for fun, and even then, you probably shouldn't be racing in such a dangerous stage.

In Deeply Dungeon, trapped walls will sprout bricks that can block racers. However, this doesn't "knock back" the enemies like a bomb would. It merely forces them offscreen. This is of limited usefulness as you probably shouldn't be racing in Deeply Dungeon anyway.

Examples

Manual rival knockbacks

Technique: Manually knock back rivals when you have nothing better to do

Simply put, when you have nothing better to do, you can push enemy racers off the screen (either up or down, depending on where you want them). Useful at the start of any race you aren't planning to open with a bomb but want to win. Useful in the final stretch of some races where you're boosting and trying to gain a few positions (Boost in large bursts. Not that bumping enemy racers activates your character's wall brake / enemy brake, so you may slow down when you don't want to. Boosting completely negatives all brakes, so you may want to boost when doing this.

Pushing racers around is highly dependent on weight and speed, so obviously it's going to be easier or harder depending on your character and the target character.

Examples

Manipulate enemies through screen scoll

Technique: Manipulate AI and despawn enemies by changing speed
KGP-tech-speedmanip.gif

One of the most powerful mechanics unique to this game, enemies can be despawned or have their AI manipulated to your advantage through speed changes. The applications of this technique are vast, but it's mostly useful for getting rid of troublesome but slow enemies, or making enemies (especially bosses) not fire by abruptly slowing down. Scrolling bosses partially offscreen to stop their weapons from firing is also a possibility.

This is quite useful even in casual play. If the screen is somehow hopelessly flooded with enemies, one strategy is to suddenly boost (for characters with good boosters) and despawn them all off the bottom of the screen. Characters with good brakes can do the same for the top of the screen by suddenly reducing speed.


Probably the most consistently useful application of this is against the boss of Basalna City for characters with good wall brakes / enemy brakes. When Wild Wyvern spawns, his AI script will be different based on the player's speed. Generally, enemies that spawn while moving fast will take a greater distance to fully activate, so by spawning the boss at the maximum speed and then abruptly dropping speed, the boss will need a greater distance to activate, but with the very low speed, the player will take quite awhile to traverse that distance, and thus the boss is stuck not doing anything for a long time. You can use this time to set up your spinkills on the boss's parts.


Despawning enemies by speed change is a powerful technique (for non-score runs) in stages like Strato Sphere loop 2 with lots of difficult-but-floaty enemies that are susceptible to speed changes.


Hayatemaru is a very floaty boss and heavily affected by speed changes. If you notice him doing his spinning shuriken attack near the bottom of the screen, you can boost and he will not fire. This may be the best way to avoid this nearly impossible pattern.


Gigandes can have most of his body scrolled off the screen while the player sits on top of his main damage zone doing heavy spin damage. He will eventually scroll back up though and likely shoot you, so he should be low on life before attempting this.


When Bashinet R spawns, he too can be locked at the top of the screen by a sudden brake where his cannons are just out of range of being able to fire. This turns him into a punching bag while he uses laser attacks. If he doesn't randomly decide to shoot his green bombs which force him to move forward, he could theoretically stay helpless at the top of the screen until dead.

Examples

Subweapon dragging

Technique: Subweapon dragging for more damage

Some characters can do significantly more damage with certain weapons by positioning differently or moving while shooting. Miyamoto has the most drastic difference in damage while moving away from enemies with his shuriken subweapon. This causes more ticks of damage per volley of shurikens. In some cases, this causes enemies to die in one shot rather than two, but usually results in more damage on just about anything.

Chitta and Gain's homing weapon do better damage to enemies to their sides or behind them.

Gain's forward weapon deals much less damage to horizontally thin enemies. When possible, aim for vertical, fat parts of enemies.

Kickle & Laycle's forward weapon may do more damage when dragged backwards like Miyamoto's homing weapon.?

Nirvana's homing weapon does significantly more damage when the fairies are positioned to pass directly over the enemy hit zone.

Examples

Losing on purpose

Technique: Losing on purpose

Simply put, you can't win most of the races in Shippu Mahou Daisakusen, and since slowing down is usually easier and more rewarding score wise, you should often lose races on purpose by going as slowly as possible and playing safely. If only going for a 1cc, you can lose races as much as you like, but if you want to get to the 2nd loop, you have to win the overall tournament via points .

Recommended races to try to win

  • Basalna City
  • Outcast Castle
  • Cold Corridor
  • Strato Sphere (race at the beginning and after the boss, slow down in the middle)
  • (Loop 2, scoring only) Basalna City

Especially on loop 2 and on top of the extra health and danger presented by loop 2 enemies, races are extremely difficult or impossible to win after Basalna City, so losing on purpose is especially useful there.

Examples

Rank breakpoints

Technique: Make the game easier by using rank breakpoints

It's possible to change enemy AI to your advantage through temporary rank manipulation.

For instance, it's sometimes better to travel slightly faster than minimum speed. The boss of Cold Corridor shoots much harder aimed spreads if you are scrolling the screen at minimum speed. But by accelerating the scroll speed by just a little bit, his spreads lose 1 bullet each. This makes the pattern much easier, and there is virtually no downside to this slight increase in speed.

For the small turrets in Crossfire loop 2, minimum scroll speed causes a rank overflow which makes the turrets fire very slowly. On the other hand, traveling slightly above minimum speed causes them to suddenly fire extremely rapidly.


Boosted item avoidance

Technique: Touch to avoid unwanted items while boosting

When boosting, it's possible to get item-carrying fairies to drop unwanted items by getting near them while maintaining boost. As simple as it sounds, it's possible to learn the activation hitbox of fairies and have them drop unwanted items off the screen. This is more useful than it sounds, as most characters only have one good subweapon and the game will constantly try to saddle the bad one onto you. Fairies fly down the screen very slowly, and if they are carrying a bad subweapon, they are the equivalent of an enemy bullet hanging around on the screen for a long time.

If you aren't boosting, just shooting the fairy and avoiding the falling item also works.

Examples

Direct coin bag collection

Technique: Collect coins directly by flying over the coin bag

As it was in Mahou Daisakusen (and likely a holdover from past Compile titles), it's possible to collect power-up coins is by activating and directly collecting the coins by flying over the bag. The actual spawn position of the coins is slightly north of the coin bag compared to the bag's activation zone, so try to be actually above the bag. Of course, this really isn't worth it if it's too dangerous, or you're already at full power and don't care about the meager points from the coins.

Examples

Faster cutscenes

Technique: Faster cutscenes

By holding the shot button (without autofire), opening and ending cutscenes play at double speed. As simple as it sounds, this allows you to do more runs in a shorter period of time.

Examples


Scoring techniques

What follows are scoring techniques that may not have any useful application in non-score play.

Spins

Technique: Spins

Spins


Spinbomb glitch

Technique: Spinbomb glitch

todo


Manual spins

Technique: Manual spins

todo


Diagonal edge spin charge

Technique: Diagonal edge spin charge

todo


Wall spins

Technique: Wall spins

todo


Brake tapping

Technique: Control speed with wall & enemy taps

todo


Strato Sphere infinite enemy spawn

Technique: Strato Sphere infinite enemy spawn

todo


Speedkill bosses for more enemies

Technique: Speedkill bosses for more enemies

todo


Bosses

1cc guide

2-ALL guide

Score guide