Shippu Mahou Daisakusen

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Shippu Mahou Daisakusen
{{#if:Kingdom-Grandprix-title.png|
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Title screen

{{#if:Raizing / Eighting|}}{{#if:Hitoshi Sakimoto
Masaharu Iwata|}}{{#if:Yasunari Watanabe
Yuichi Toyama|}}{{#if:Akihiro_Yamada
Kazuyuki Nakashima
Kenichi Yokoo|}}{{#if:JP: September 1994
EU: 1994|}}{{#if:Mahou Daisakusen|}}{{#if:Battle Garegga|}}
Developer: Raizing / Eighting
Music: Hitoshi Sakimoto
Masaharu Iwata
Program: Yasunari Watanabe
Yuichi Toyama
Art: Akihiro_Yamada
Kazuyuki Nakashima
Kenichi Yokoo
Release date: JP: September 1994
EU: 1994
Previous game: Mahou Daisakusen
Next game: Battle Garegga

Shippu Mahou Daisakusen (疾風魔法大作戦 "Kingdom Grandprix") is a game developed by Raizing and published by Eighting in 1994. It is the second game in the Mahou trilogy. The first game being Mahou Daisakusen (Sorcer Striker) and later being followed up by Great Mahou Daisakusen (Dimahoo). The game is a shoot'em up arcade game with racing game aspects mixed in.

In 1996, the game recieved a port to the Sega Saturn.

Gameplay Overview

The game mixes racing and shmup elements together for its core gameplay. Rival racers can be knocked into or bumped out of the way or sent flying backwards with bombs, although normal player shots will not affect them at all. The player can move faster by staying high up the screen, indicated by a trail activating behind the ship/character. Holding down the Fire button also increases your speed, but you can't fire during this mode.

Screen scroll speed affects rank. When moving at minimum speed, the game becomes slightly more difficult, with usually more numerous and faster bullets, as well as possible extra enemy spawns.

At the end of every level, the player can choose between two different stages (three stages are given as an option for the final stage).

The game has two loops. To earn the second loop, the player must win the race in the first loop. In the second loop, the player has to go through all the stages they originally didn't pick in the first loop. In the case of the final stage, they get the option between the two that hadn't been chosen.

Score extends (with default settings) are at 300,000 points each, but only in the first loop.

Controls


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  • A (Press): Fires standard shots from the ship.
  • A (Hold): Activates a speed booster, speeding up the rate of screen scrolling to the maximum. You won't slow down no matter what while in this state.
  • B: Activates a bomb. Bombs are unique to every character.
  • Spin: Fly horizontally in one direction for some time (do not touch the edge of the screen) and quickly change to the opposite direction. When a character does a spin animation, they deal 4x extra impact damage, and kills from that impact damage receive potentially many bonus points.

Racing controls

  • Accelerate: Fly into the acceleration zone to accelerate.
  • Down (Bottom of the screen): Brake / "back brake".
  • Grind (Wall): Brake / "wall brake".
  • Bump (Enemy or other racer): A usually weaker version of the wall brake.

Characters / Ships


{{#if: Gain | Gain | Ship}} style="background-color:#d1231f; color:#fefefe;" {{#if:
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| Speed | | -}} | Accel. | | -}} | Booster | | -}} | Bomb | | -}} | Weight | | -}} | Back brake | | -}} | Wall brake | | -}} | Control | | -}} | - | | -}}
colspan="2" rowspan="2" {{#if: Gain-160px.png | | Gain-160px.png | | Gain-160px.png }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | | {{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | C }} | | {{#switch: C | F = F | D = D | C = C | B = B | A = A | S = S | C }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | B }} | | {{#switch: B | F = F | D = D | C = C | B = B | A = A | S = S | B }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | B }} | | {{#switch: B | F = F | D = D | C = C | B = B | A = A | S = S | B }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | C }} | | {{#switch: C | F = F | D = D | C = C | B = B | A = A | S = S | C }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | | {{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | B }} | | {{#switch: B | F = F | D = D | C = C | B = B | A = A | S = S | B }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | B }} | | {{#switch: B | F = F | D = D | C = C | B = B | A = A | S = S | B }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | |{{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | B }} | |{{#switch: B | F = F | D = D | C = C | B = B | A = A | S = S | B }} | | - }} |{{{v11}}} | | - }}
Ship: VALLHALLYZER -- "Wandering soldier of unrivaled expertise, in search of the ultimate weapon"
Class: Fighter
  • Regular Shot: Narrow wide shot
  • Frontal Shot: Shoots two swords upwards, but only two can be on screen at the same time
  • Homing Shot: Releases small daggers with homing properties
  • Bomb: Throws a big destructive sphere ahead of Gain

Strengths:

  • Gain excels slightly in general racing ability and maneuverability owing to his slightly above average racing stats across the board.
  • Gain's bomb is quite long lasting and powerful, although it does not pierce when aimed. It has the unique property of sticking to whatever it hits, which can be a help or a hindrance depending on the situation.
  • Homing can hit behind Gain and to the sides with decent damage.
  • Frontal shot can pierce walls.
  • His weak weapons do not hinder him terribly during score runs where control stats are more important and bumping is heavily relied upon.

Weaknesses:

  • The most important attribute, weapon damage, is precisely where Gain suffers. Both of his weapons are quite poor overall. Homing absolutely does not cut it against second loop enemies, and Frontal is extremely narrow, and not very powerful, especially against horizontally thin enemies.
  • He is quite weak in survival play because of his weapons. He must survive the longest against very dangerous bosses and enemy rushes.
  • Very weak wall braking makes it just a little harder for him to control enemy spawns and the flow of the level.
  • He doesn't excel noticeably in any area, and there are other characters who simply outclass him in every way.
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| Speed | | -}} | Accel. | | -}} | Booster | | -}} | Bomb | | -}} | Weight | | -}} | Back brake | | -}} | Wall brake | | -}} | Control | | -}} | - | | -}}
colspan="2" rowspan="2" {{#if: Chitta-160px.png | | Chitta-160px.png | | Gain-160px.png }} F = F | D = D | C = C | B = B | A = A | S = S | C }} | | {{#switch: C | F = F | D = D | C = C | B = B | A = A | S = S | C }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | | {{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | | {{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | | {{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | C }} | | {{#switch: C | F = F | D = D | C = C | B = B | A = A | S = S | C }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | C }} | | {{#switch: C | F = F | D = D | C = C | B = B | A = A | S = S | C }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | | {{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | F }} | | {{#switch: F | F = F | D = D | C = C | B = B | A = A | S = S | F }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | |{{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | F }} | |{{#switch: F | F = F | D = D | C = C | B = B | A = A | S = S | F }} | | - }} |{{{v11}}} | | - }}
Ship: GUN-DALF -- "Local magician capable strong magical spells in contrary to appearance"
Class: Witch
  • Regular Shot: Narrow wide shot
  • Frontal Shot: Shoots large electrical waves forward
  • Homing Shot: Shoots flames that fly towards enemies
  • Bomb: Two large genies merge and deal heavy damage to nearby enemies

Strengths:

  • Frontal shot is one of the stronger weapons in the game, is wider than it looks, and has infinite range and instant shot speed. Great for speedkilling anything from extreme range, its only downside is that it cannot pierce walls.
  • Homing shot has the easiest time tracking a target when Chitta is far away and located directly beneath the intended target.
  • Very high acceleration.

Weaknesses:

  • Homing shot does not pierce whatsoever, and its wide angles make it useless in tight levels. Like most homing weapons, it doesn't really cut it against loop 2 enemies either.
  • Chitta's bomb has a very specific range it must be aimed at or it will do minimal or no damage.
  • Chitta's control and racing stats are possibly the worst of all the characters. Low weight means she is knocked around constantly by everything, often into bullets, and her score runs are also severely hampered by being unable to do good ram attacks. Low movement means it's extremely hard to recover from being bumped, and it's generally difficult to get to where you need to be. Terrible brakes that take several seconds to kick in feel extremely lopsided against her extreme acceleration. Overall a bit of a nightmare to do anything with other than snipe with lasers from far away.
  • Chitta's back brakes are hilariously bad, taking 5+ seconds of pressure at the bottom of the screen to fully slow down, compared to Bornham who can fully brake in less than 1 second.
  • Her most unique asset, extreme acceleration, generally isn't useful, and seems to only make things harder to control.
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| Speed | | -}} | Accel. | | -}} | Booster | | -}} | Bomb | | -}} | Weight | | -}} | Back brake | | -}} | Wall brake | | -}} | Control | | -}} | - | | -}}
colspan="2" rowspan="2" {{#if: Bornham-160px.png | | Bornham-160px.png | | Gain-160px.png }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | | {{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | | {{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | F }} | | {{#switch: F | F = F | D = D | C = C | B = B | A = A | S = S | F }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | | {{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | S }} | | {{#switch: S | F = F | D = D | C = C | B = B | A = A | S = S | S }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | B }} | | {{#switch: B | F = F | D = D | C = C | B = B | A = A | S = S | B }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | | {{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | S }} | | {{#switch: S | F = F | D = D | C = C | B = B | A = A | S = S | S }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | |{{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | C }} | |{{#switch: C | F = F | D = D | C = C | B = B | A = A | S = S | C }} | | - }} |{{{v11}}} | | - }}
Ship: GOLGODIAN -- "Sorcerer of black magic emphasizes need for money to refine sorcery techniques."
Class: Necromancer
  • Regular Shot: Forward shot, gets increasingly wider per level
  • Frontal Shot: Shoots balls with skull faces forward
  • Homing Shot: Shoots waves forward that can take a straight turn left/right if there are any enemies in that direction
  • Bomb: Drops a big bomb ahead of the player with a skull face inside it

Strengths:

  • Frontal weapon is quite powerful, wide, and pierces enemies, although unfortunately does not pierce walls. The fat wave shots appear at Bornham's sides, often where one wants them to be.
  • The quickest booster charge in the game.
  • Bornham is the king of braking. He has the best back brake in the game and the 3rd best wall brake. This gives him a bit of much needed control to make up for his other weaknesses.

Weaknesses:

  • The lowest speed of any ship. Occasionally, this can be a positive, as it's quite easy to do manual spin attacks with a slow ship. However...
  • ... Bornham's extremely low weight makes his spin attacks less effective. He's also one of the most likely ships to get knocked around into either bullets or walls.
  • Despite having amazing braking power, movement speed and weight are more useful and more important factors in ship control.
  • Paradoxically, despite the fastest booster activation time and a double-power booster, Bornham's abysmal acceleration means that even the booster's double acceleration value (4) is still slower than the non-boosted acceleration of other ships. Even Kickle & Laycle's non-boosted acceleration (5) is faster than Borhnam's boost (4).
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| Speed | | -}} | Accel. | | -}} | Booster | | -}} | Bomb | | -}} | Weight | | -}} | Back brake | | -}} | Wall brake | | -}} | Control | | -}} | - | | -}}
colspan="2" rowspan="2" {{#if: Miyamoto-160px.png | | Miyamoto-160px.png | | Gain-160px.png }} F = F | D = D | C = C | B = B | A = A | S = S | S }} | | {{#switch: S | F = F | D = D | C = C | B = B | A = A | S = S | S }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | B }} | | {{#switch: B | F = F | D = D | C = C | B = B | A = A | S = S | B }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | | {{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | B }} | | {{#switch: B | F = F | D = D | C = C | B = B | A = A | S = S | B }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | B }} | | {{#switch: B | F = F | D = D | C = C | B = B | A = A | S = S | B }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | S }} | | {{#switch: S | F = F | D = D | C = C | B = B | A = A | S = S | S }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | C }} | | {{#switch: C | F = F | D = D | C = C | B = B | A = A | S = S | C }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | C }} | | {{#switch: C | F = F | D = D | C = C | B = B | A = A | S = S | C }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | |{{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | |{{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} |{{{v11}}} | | - }}
Ship: none -- "Samurai Doragon from the north searches for potion for mentor's daughter"
Class: Samurai
  • Regular Shot: Straight shot
  • Frontal Shot: Shoots balls to the side (top left and top right)
  • Homing Shot: Shoots spinning blades with strong homing properties
  • Bomb: Covers everything on top of the player with waves that clear all approaching bullets

Strengths:

  • The most important metric, damage, is something Miyamoto has in spades between either of his weapons and bomb. Homing shot pierces anything and does massive damage. Its damage can be further increased by moving away from the target mid shot, increasing the length of the trail of shurikens and causing extra ticks of damage. Furthermore, the shurikens are highly controllable and deal damage steadily, so shuriken volleys can be counted and damage can be discontinued when boss health is low enough for a spin kill.
  • Miyamoto's bomb is extremely lengthy and deals massive damage. It can instantly destroy dangerous boss parts like Gigandes's ice turrets. It's also the perfect bomb for scoring, being able to instantly destroy respawning enemies in Strato Sphere.
  • Frontal shot has a massive spread but still deals great damage. It's useful for scoring in certain sections.
  • One of the few characters with two viable weapons.
  • Great stats all around with no real weaknesses. He can easily control the screen scroll and be wherever he needs to be at any time.
  • Wall braking / collision slowdown was probably intended as a negative stat, but in practice it behaves more like a positive one, allowing the player to control scroll speed more easily.

Weaknesses:

  • Bombs can sometimes deal too much damage, killing things that you ideally would have wanted to spin kill, such as Skull Howard's arms which die with 1 bomb.
  • Weight / bump power is slightly sub par, yet high speed easily makes up for it.
  • High speed can make slight movements more difficult. Doing a spin from the center of the screen is impossible.
{{#if: Nirvana | Nirvana | Ship}} style="background-color:#C62231; color:#fefefe;" {{#if:
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| Speed | | -}} | Accel. | | -}} | Booster | | -}} | Bomb | | -}} | Weight | | -}} | Back brake | | -}} | Wall brake | | -}} | Control | | -}} | - | | -}}
colspan="2" rowspan="2" {{#if: Nirvana-160px.png | | Nirvana-160px.png | | Gain-160px.png }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | | {{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | F }} | | {{#switch: F | F = F | D = D | C = C | B = B | A = A | S = S | F }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | S }} | | {{#switch: S | F = F | D = D | C = C | B = B | A = A | S = S | S }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | S }} | | {{#switch: S | F = F | D = D | C = C | B = B | A = A | S = S | S }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | | {{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | F }} | | {{#switch: F | F = F | D = D | C = C | B = B | A = A | S = S | F }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | F }} | | {{#switch: F | F = F | D = D | C = C | B = B | A = A | S = S | F }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | | {{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | S }} | |{{#switch: S | F = F | D = D | C = C | B = B | A = A | S = S | S }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | |{{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} |{{{v11}}} | | - }}
Ship: none -- "Leader of huge fairies driven out of homeland is in search of a new mystical forest."
Class: Huge Fairy
  • Regular Shot: Straight shot
  • Frontal Shot: Shoots large rings around her that go across the screen and after that go upwards
  • Homing Shot: Spawns smaller fairies that search for enemies and then hit them, which can reach enemies behind walls
  • Bomb: Fairies fly from the bottom of the screen to the top, blowing up everything in their way

Strengths:

  • Has one of the best homing weapons. Especially good for survival and beginner play where one may not know which direction dangers will appear from.
  • Nirvana technically has some of the best stats in the game with the fastest movement speed, fastest acceleration, and fastest wall brake in the game.
  • Second best booster in the game.

Weaknesses:

  • Actually playing Nirvana can be something of a nightmare as her strengths can easily double as weaknesses. The best speed, worst weight, and strongest wall brake often make a Nirvana run feel like a pinball machine with sudden unexpected position and speed disruptions. However, unlike Chitta who is in a similar situation, Nirvana's great movement speed will normally allow her to recover more easily.
  • The homing weapon can be extremely hard to use. Fairies may refuse to lock on to the target you want, and their seemingly random trajectory may cause them to do greatly reduced damage. For score runs, it's also terrible at doing controlled damage, leading to accidental kills.
  • Nirvana's bomb is abysmal. It usually does 1/3rd of the damage of Gain's bomb, has low duration, and has worse coverage than it appears to have.
  • The Frontal weapon basically doesn't exist.
  • Her extreme speed can make slight dodges difficult. It's impossible to do spins in many positions.
  • Only has good brakes if there is a wall or bumpable enemy nearby.
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| Speed | | -}} | Accel. | | -}} | Booster | | -}} | Bomb | | -}} | Weight | | -}} | Back brake | | -}} | Wall brake | | -}} | Control | | -}} | - | | -}}
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Ship: SORCER STRIKER -- "Boy that traveled thru time & girl partner is in search of hex to travel thru time."
Class: none
  • Regular Shot: Forward shot, gets increasingly much wider per level
  • Frontal Shot: Shoots a constant stream of bullets forward
  • Homing Shot: Launches large missiles that target enemies
  • Bomb: Releases an airstrike that targets enemies

Strengths:

  • Good weight and speed makes them excel at bumping / spin attacks.
  • Difficult to knock around and quick to recover.
  • Frontal weapon does passable damage, although it does not pierce.
  • Normal shots are a very wide fan.
  • Poor racing stats are tolerable during score runs where accelerating and booster charging are of minimal importance.

Weaknesses:

  • Awful bomb that deals little damage. It's particularly bad at hitting other racers as well.
  • Slightly more difficult to win races / reach the 2nd loop due to poor racing stats and bad bomb that's ineffective at slowing other racers.
  • It's extremely tricky to do good damage with the homing shot.
  • Doesn't have any particularly great strengths.
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| Speed | | -}} | Accel. | | -}} | Booster | | -}} | Bomb | | -}} | Weight | | -}} | Back brake | | -}} | Wall brake | | -}} | Control | | -}} | - | | -}}
colspan="2" rowspan="2" {{#if: Honestjohn-160px.png | | Honestjohn-160px.png | | Gain-160px.png }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | | {{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | B }} | | {{#switch: B | F = F | D = D | C = C | B = B | A = A | S = S | B }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | | {{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | | {{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | D }} | | {{#switch: D | F = F | D = D | C = C | B = B | A = A | S = S | D }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | | {{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | | {{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | A }} | | {{#switch: A | F = F | D = D | C = C | B = B | A = A | S = S | A }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | C }} | |{{#switch: C | F = F | D = D | C = C | B = B | A = A | S = S | C }} | | - }} F = F | D = D | C = C | B = B | A = A | S = S | C }} | |{{#switch: C | F = F | D = D | C = C | B = B | A = A | S = S | C }} | | - }} |{{{v11}}} | | - }}
Ship: none -- "Magical robot of blacksmith with foul intentions for lifetime gold to live an easy life."
Class: AUTOMATIC ARMOR
  • Regular Shot: Straight shot
  • Frontal Shot: Shoots nuts across the top of the screen
  • Homing Shot: Shoots slow beams with strong homing properties
  • Bomb: Hits his hammer multiple times and releases high damage waves within the area

Strengths:

  • Frontal Weapon deals more damage than it would seem to. One of the strongest "wide area" sub weapons.
  • The best bump attacker in the game, since Bul-Gin (who has better weight) is unable to activate the spin glitch.
  • Good bomb damage, great bomb spread, and the lengthiest bomb animation.
  • Sub-par speed can sometimes be a blessing (easier manual spin attacks, more precise movements), especially with Honest John's extreme weight behind it.
  • Mostly excels in score runs due to his strong bump attacks and good bomb.

Weaknesses:

  • Homing isn't useful, even in the first loop.
  • Very bad acceleration and boosting means tighter racing is required to reach the second loop.
  • Frontal weapon needs the right angles to deal more than minimal damage.
  • Normal shot is extremely thin.
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| Speed | | -}} | Accel. | | -}} | Booster | | -}} | Bomb | | -}} | Weight | | -}} | Back brake | | -}} | Wall brake | | -}} | Control | | -}} | - | | -}}
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Ship: GREAT GOBLIGANS -- "Survivor of the Goburigan empire with the goal to revive the fallen empire."
Class: Captain Goblin
  • Regular Shot: Narrow wide shot
  • Frontal Shot: Shoots blue shots straight from the cannon on his ship, which can be aimed by moving left or right (difficult to use)
  • Homing Shot: Shoots explosives that are automatically targeted to enemies from all sides
  • Bomb: Throws a Gobligan forward who creates a large amount of big explosives around it for several seconds

Strengths:

  • Perhaps the most powerful weapon in the game in the homing shot. The only problem is actually using it.
  • Highest weight in the game means he's impossible to push around. Best ability to push other races off the screen, a much-needed boost to his racing ability.
  • One of the most powerful and longest lasting bombs. A decent ability to knock out a large group of rival racers as well. The only problem is aiming it.
  • Cannot activate the spin glitch, but low speed still allows him to do spins from short distances.

Weaknesses:

  • Horrendous racing stats and mobility. Horrible acceleration and the worst booster in the game means a lot of extra work speeding up after slowing down. Chance of getting to the second loop is somewhat less than other characters.
  • Unreliable homing weapon that often doesn't aim where one wants it to. Homing weapon sometimes misseswhen enemies were already damaged by Bul-Gin's normal shots.
  • Frontal weapon is buggy and usually doesn't do any damage.
  • Cannot spin glitch, severely limiting scoring potential in general.


Items


Collectable items include:

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Coins
These coins increase your Regular Shot power after collecting some. Flying sacks will drop 4 coins when hit or being hovered over.

Bomber Item
You start with 3 bomber items with each extend. These clear the screen of bullets in areas the bomb hits and give invincibility frames when the player uses it.

Frontal Shot
Power-up that adds another shot to the character, but can be replaced by the Homing Shot. Usually gives a shot type with high forward damage.

Homing Shot
Power-up that adds another shot to the character, but can be replaced by the Frontal Shot. Gives a shot type that tracks and chases enemies.

Rank


Rank gets increased at the end of each level. Rank starts out lower in the World version compared to the original Japanese version.

Scoring


<< Scoring goes here >>

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Bomb glitch explained here?

Stages


At the end of each level, the player can choose the following levels;

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Stage 2A - Air Circus

This stage is full of close corners and often makes tight The stage is also full of turrets that sit on the side and can be tricky to hit.
Boss: Big Wheel Crab

Stage 2B - Velmatic Ocean


Water themed stage with almost no walls. Enemies come from all sides on the screen in this level, so be careful.
Boss: Little Brother Gillman

Stage 3A - Outcast Castle

Undead themed stage, notable for its varied types of enemies. It has mirrors that bump the player into other enemies, ghosts that can go through walls and giant worms that try to eat the player.
Boss: Vampire Earl McGee-McGee

Stage 3B - Cross Fire

You race inbetween an airship raid, similair to stage 2 from Mahou Daisakusen.
Boss: Skull Howard the 4th

Stage 4A - Deeply Dungeon

The dungeon has been set under water after the events of Sorcer Striker. Be careful for the enemies that can pop out of the sewer pipes.
Boss: Prime Slime

Stage 4B - Cold Corridor


Frozen palace stage with speed sections. You can get stuck behind the walls during these parts, so you have to balance between not staying behind the screen without running into enemies.
Boss: Big Brother Gillman

Stage 5A - Strato Storm

This stage contains no walls. The challenge is keeping up with killing the enemies in time before the swarm the player.
Boss: Gigandes

Stage 5B - Forest of Dead

Much like Outcast Castle, it's another undead themed stage. Even the boss from Outcast Castle can show up in the stage if the player attacks the big coffin.
Boss: Demon Apocalypse

Stage 6A - Kingdom Grandprix

Fast-paced final stage. Often a wall will sit in the middle of the screen and the player had to pick sides where to go to. Later in the stage are electrical walls that the player must avoid touching.
Boss: Bashinet-R

Stage 6B - Yashiki of Ninja

You enter a mansion full of ninjas and other types of enemies, which usually appear from the sides of the screen rather than the top. Often considered the hardest one out of the final stages.
Boss: Hayatemaru

Stage 6C - Kobolds Tower

Throughout the stage boulder fall from the top of the tower. Be careful not to get hit by the missle launchers that sit on the sides of the screen.
Boss: Weather Satellite Stimpy

Trivia

  • Carpet made her debut as a minor enemy in this game before becoming a playable character in Armed Police Batrider.
  • Prime Slime, the boss of Deeply Dungeon, doesn't give extra points for a spin kill due to a programming error. The function which checks for the player's state of spinning checks Prime Slime's "spin" value instead. Since Prime Slime can never have a spin value, the extra points can never be acquired.

Gallery