Difference between revisions of "Shippu Mahou Daisakusen"

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

Revision as of 19:22, 1 July 2020

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

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


  • 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.
  • Down (Bottom of the screen): Brake / lower the screen scrolling speed.
  • Grind (Wall): A strong brake.
  • Bump (Enemy or other racer): A weak brake.

Characters / Ships / Styles


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Gain

  • 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
  • Bomber: Throws a big destructive sphere ahead of Gain


Chitta

  • Regular Shot: Narrow wide shot
  • Frontal Shot: Shoots large electrical waves forward
  • Homing Shot: Shoots flames that fly towards enemies
  • Bomber: Two large genies merge and deals heavy damage to nearby enemies


Bornnam

  • 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
  • Bomber: Drops a big bomb ahead of the player with a skull face inside it


Miyamoto

  • 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
  • Bomber: Covers everything on top of the player with waves that clear all approaching bullets


Honest John

  • Regular Shot: Straight shot
  • Frontal Shot: Shoots nuts across the top of the screen
  • Homing Shot: Shoots slow beams with strong homing properties
  • Bomber: Hits his hammer multiple times and releases high damage waves within the area


Nirvana

  • 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
  • Bomber: Fairies fly from the bottom of the screen to the top, blowing up everything in their way


Bul-Gin

  • 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
  • Bomber: Throws a Gobligan forward who creates a large amount of big explosives around it for several seconds


Kickle & Laycle

  • 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
  • Bomber: Releases an airstrike that targets enemies



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

Recommended on first loop
Boss: Big Wheel Crab

Stage 2B - Velmatic Ocean


Recommended on first loop
Boss: Little Brother Gillman

Stage 3A - Outcast Castle

Recommended on first loop
Boss: Vampire Earl McGee-McGee

Stage 3B - Cross Fire

Recommended on first loop
Boss: Skull Howard the 4th

Stage 4A - Deeply Dungeon

Recommended on first loop
Boss: Prime Slime

Stage 4B - Cold Corridor


Recommended on first loop
Boss: Big Brother Gillman

Stage 5A - Strato Storm

Recommended on first loop
Boss: Gigandes

Stage 5B - Forest of Dead

Recommended on first loop
Boss: Demon Apocalypse

Stage 6A - Kingdom Grandprix

Recommended on first loop
Boss: Bashinet-R

Stage 6B - Yashiki of Ninja

Recommended on first loop
Boss: Hayatemaru

Stage 6C - Kobolds Tower

Recommended on first loop
Boss: Weather Satellite Stimpy

Trivia

  • Cool facts and random tidbits go here!


Gallery