Mahou Daisakusen

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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