Shippu Mahou Daisakusen/Guides
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.
Contents
Goal: 1cc
Getting started
In a 1cc run, racing basically doesn't matter, so you'll usually be going as slowly as possible for maximum safety. Some other tips that would be helpful for a 1cc:
- Damage limits
- Collecting death powerups
- Scrolling enemies around
- Precision diagonal movement
- More damage ticks
- Rank breakpoints
The last thing to think about before getting started is what stages to pick. For a 1cc, most of the stages are about equal in difficulty. For the final stage, one should definitely pick Kobold Tower, as its boss is noticeably easier than the alternatives, and the level isn't too hard once learned either. It's also good practice for building on score runs where Kobold Tower is also last. For the other stages, either choice could be argued as being easier or harder, so simply go with the preferred choice.
Recommended stages:
- Air Circus - Velmatic Ocean
- Outcast Castle - Crossfire
- Deeply Dungeon - Cold Corridor
- Strato Sphere - Forest of Dead
- Kingdom Grandprix - Yashiki of Ninja - Kobold Tower
Anatomy of a 1cc
Important section: Stage 1 boss | |||
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The boss of Basalna City, Wild Wyvern is arguably the very first hurdle in the game after the placid first stage. Because of his highly random nature he's one of the tougher bosses in the game even for experienced players. His behavior is quite random, but destroying one of his wingtip pods will always cause his dangerous central main cannon to open. One good strategy is to damage both wingtip pods until they are almost dead, then destroy them both quickly. This will cause the main body to explode without opening for more than a moment. Another strategy is to only damage the main body while ignoring the wingtip cannons. This is easier with ships that have good forward weapons. However, the main body still has a massive amount of health, and the main cannon may open before it's destroyed. Either way just practice this boss and try not to use any bombs here as one needs as many as possible for later. | |||
Examples |
Important section: Air Circus: Strategy | |||
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Air Circus is full of flying mage enemies who will fire enclosing bullets / even aimed patterns, the solution to which is to simply stop moving once they fire. This gets complicated when there are other enemies also aiming at you, but if you use the right weapon type for this level, that shouldn't be much of a problem. Just remember: when there's lots of mages on the screen, even right in front of you, don't panic and stop moving. | |||
Examples |
Important section: Air Circus: Boss | |||
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Generally speaking, the only danger this boss poses is his spinning disc attack which can easily catch one off guard. Usually it's a problem when paired with a forward bullet pattern. The correct move is to travel up between the bullets so the disc passes behind, but it can get tricky with the winding track. Just always try to stay focused on that spinning disc, especially just after he fires forward bullets. | |||
Examples |
Important section: Outcast Castle: Spinning buzzsaw | |||
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Not a whole lot happens in Outcast Castle besides the fork in the road and spinning saw; that's one reason it's a good choice for an easier 1cc. Since the saw moves counterclockwise, it's safest to pass through following its direction rather than against it. However, the left path of the fork is certainly easier (left: ghosts, right: zombie horde). Therefore the best strategy is to enter the buzzsaw's loop from the right, move forward, and fork over to the left path between the opening in the saws. | |||
Examples |
Important section: Outcast Castle: Boss | |||
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This boss has 3 attacks. Red cards: You want to be closer to the boss when you see him holding red cards. The red cards are aimed in your general direction, either up, left, right, or down, so you are safe if you are close and diagonal to him. A higher damage but slightly riskier strategy when you see him holding red cards is to just move out of the way at the last second as he releases the cards, effectively baiting them into a useless direction. Blue cards: Definitely his most dangerous and annoying attack. The blue cards are homing and have an extremely high turn rate, so you must wait them out. You don't want to be close to him when you see him using blue cards. You want to lure the cards over to a side of the screen and then fly off to the other side while the cards run out of power. It takes him a very long time to sumnmon swords. Get some shots in and move out of the way / up to the top of the screen and they cannot hit you. | |||
Examples |
Important section: Cold Corridor: Early enemy rush | |||
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Early on in Cold Corridor, just after the two caged giants, is a particularly dangerous set of various enemies who will likely all get to shoot before they are destroyed. The patterns they produce are static and you will generally be safe in the bottom left portion of the screen. For the remainder of the stage, it's best to remain towards the middle and top of the screen (even accelerating). Ice golems who fire very fast beams cannot aim upwards, only down or to their sides. | |||
Examples |
Important section: Cold Corridor: The Treasure Horde | |||
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This treasure box section is surprisingly dangerous because of the zombie horde inhabiting it. Falling treasures combine with unexpected shots from zombies to create a risky situation. It is quite difficult to do this section when scrolling slowly because of the rank increase and zombies unexpectedly shooting you from point blank range. Speed up and stay above the middle of the screen, mostly looking out behind you for trailing shots from the zombies. After this section is over, make sure to slow down again as some enemies with tough patterns will spawn and shoot you point blank. | |||
Examples |
Important section: Cold Corridor: Boss | |||
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This is one of the more difficult bosses in the game, and one reasons you've been saving up bombs. All of his attacks are solvable in a vaccuum, but the problem arises when they overlap with one another unexpectedly. Generally one wants to stay near a wall while their subweapons damage the boss. This will lure rotating ice attacks into a corner. For the pairs of shots from his fists, | |||
Examples |
Strato Sphere
Important section: Kobold planes | |||
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todo - basically they will shoot you from behind as they're dying | |||
Examples |
Important section: Enemy rush section | |||
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todo - | |||
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Important section: Stage 5 boss | |||
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todo | |||
Examples |
Important section: Go. To. Kobold. Tower. | |||
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todo - | |||
Examples |
Important section: Super enemy rush | |||
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todo - basically focus the gatling guys | |||
Examples |
Important section: Stage 6 Boss Timeout Strategy | |||
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todo - timing him out is easier than fighting actually | |||
Examples |
Goal: 2-all
todo
Goal: High score
todo