Embodiment of Scarlet Devil/Gameplay

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Touhou Koumakyou ~ the Embodiment of Scarlet Devil

Gameplay

Controlli

Il gioco può essere giocato usando sia una tastiera che un gamepad.

I controlli su tastiera sono i seguenti:

  • Le Frecce direzionali muovono il personaggio
  • Z alla pressione spara un gruppo di proiettili; tenendolo premuto è possibile usare il fuoco rapido
  • X utilizza una bomba anche conosciuta come Spell Card (presumendo che ne rimangano ancora)
  • Shift rallenta i movimenti dei personaggi e focalizza i loro proiettili in un'area limitata
  • Esc mette il gioco in pausa e apre il menu
  • Ctrl salta i dialoghi

Gameplay di base

Embodiment of Scarlet Devil è un tipico danmaku shooting game, dove il personaggio giocato è sempre rivolto verso la parte superiore dello schermo, sparando a qualsiasi cosa si muova, evitando i proiettili nemici, e affrontando boss difficili alla fine degli stage.

Ci sono 4 livelli di difficoltà: Easy, Normal, Hard, e Lunatic. Ogni livello di difficoltà ha differenze nel numero di proiettili sparati, ratei di fuoco, variazioni nei pattern di proiettili, e nel numero e tipo di Spell Card utilizzate dai nemici.

Il giocatore attraverserà 6 stage di difficoltà crescente. La demo finisce prematuramente al terzo stage , e in Easy al quinto stage.

Una volta che il gioco sarà completato senza usare continue in Normal o in difficoltà più alte, un'Extra stage sarà sbloccato, disponibile per ogni personaggio che è riuscito a raggiungere questo obbiettivo. L'Extra Stage presenta nemici molto più pericolosi, e un midboss e un boss estremamente difficili, e l'impossibilità di continuare qual'ora si perdano tutte le vite.

Modalità di Fuoco

La modalità di fuoco di un personaggio è il suo principale metodo per attaccare i nemici. Il tipo di area d'attacco e le proprietà delle modalità di fuoco variano in base al personaggio selezionato, lo sparo può essere potenziato aumentando il Power Level collezionando i power items. Lo sparo diventa gradualmente più forte quando il giocatore raggiunge i Power Levels di 8, 16, 32, 48, 64, 80, 96, e 128 (MAX). Quando il giocatore raggiunge la massima potenza, tutti i proiettili a schermo vengono cancellati e diventano punti autonomamente collezionati. Mentre è alla massima potenza, il giocatore può auto-collezionare tutti gli oggetti a schermo muovendo il personaggio verso la parte alta dello schermo. Questa abilità è estremamente importante per fare punteggi alti.

Modalità di Fuoco

Reimu A

Spirit Spell Card
Eccelle contro ondate di nemici deboli, meno efficace contro i boss.
Shot: Homing Amulet (「ホーミングアミュレット」)
Bomb: Fantasy Seal (「夢想封印」)

Reimu B

Dream Spell Card
Bilancia area di sparo e danni arrecati, ma la bomba è debole.
Shot: Persuasion Needle (「パスウェイジョンニードル」)
Bomb: Evil-Sealing Circle (「封魔陣」)

Marisa A

Magic Spell Card
Eccellente contro i boss, ma copre un'area limitata dello schermo.
Shot: Magic Missile (「マジックミサイル」)
Bomb: Stardust Reverie (「スターダストレヴァリエ」)

Marisa B

Love Spell Card
Manca in danno e raggio d'attacco, ma la bomba è molto potente.
Shot: Illusion Laser (「イリュージョンレーザー」)
Bomb: Master Spark (「マスタースパーク」)

Bombe

La "bomba" di un personaggio è un metodo che permette al giocatore di evadere da situazioni difficili. Il raggio, la durata, e la potenza della bomba varia a seconda del tipo di personaggio che il giocatore ha scelto, tipicamente danneggia molto ogni nemico che colpisce, inoltre cancella ogni proiettile che colpisce, e colleziona automaticamente ogni oggetto a schermo. Il personaggio diventa invincibile durante e poco dopo l'effetto della bomba. All'inizio del gioco e dopo ogni respawn, si ricevono 3 bombe. Addizionali bombe possono essere collezionate in forma di oggetti. Puoi tenere un massimo di 8 bombe alla volta. Se ricevi una bomba quando sei già al massimo, quella bomba andrà persa.

Vite

Di default, si inizia con 3 vite. Si perde una vita venendo "colpiti" da un'attacco nemico.

L'hit box del tuo personaggio è abbastanza piccola in confronto al suo sprite, approssimativamente è grande solo 5 pixel per 5. Non è chiaramente indicata sullo sprite, ma è possibile approssimare la sua posizione come la parte bianca dei vestiti di Reimu giusto sopra la sua gonna, o il centro del fiocco rosa sulla schiena di Marisa. Se l'hit box del tuo personaggio tocca l'hit box di un proiettile nemico, un laser, o il nemico stesso, si viene colpiti.

Se hai bombe e il tasto della bomba è premuto entro poco tempo da quando si è stati colpiti, allora il colpo sarà negato e si controattaccherà con una bomba. L'intervallo di tempo in cui ciò è possibile è di 6 frames (più o meno 0.1 secondi), se si manca questo momento si perde una vita. Per ogni uso riuscito, l'intervallo è ridotto nella sua durata del numero di frames impiegati per premere il tasto, fino al minimo di un frame (1/60esimo di secondo); si resetta nel momento in cui si perde una vita.

Il giocatore riceve vite extra raggiungendo certi punteggi o collezionando un 1up. Normalmente, le vite extra sono ottenute a 10, 20, 40, e 60 milioni di punti. Nell'Extra Stage, non si ottengono vite extra con i punti. Puoi avere un massimo di 8 vite extra alla volta. Se se ne riceve una nona, quella vita sarà persa.

Quando perde tutte le vite, il giocatore ha la possibilità di continuare. Tuttavia, se si continua, il punteggio è resettato a 0 + il numero di volte che si è continuato, non si sarà in grado di salvare un replay, e si otterrà il "Bad Ending" completando il gioco. Si possono usare fino a 3 continue.

Rank

Esiste un rank system nel gioco. Con l'aumentare del rank, generalmente i proiettili nemici aumentano e diventano più veloci. Questo effetto del rank è maggiormente visibile negli attacchi dei boss, dove il numero di proiettili fra rank massimo e minimo può differire di un fattore di 4 o più, e la velocità dei proiettili può arrivare a raddoppiare. Nota che il gioco non mostra il valore numerico del rank - nella maggior parte dei casi, può essere stimato osservando i proiettili.

Il Rank varia fra 10 e 32 (fra 12 e 20 in easy, e da 14 a 18 nell'Extra), e è settato a 16 all'inizio della partita. Aumenta col tempo trascorso senza perdere vite (+1 ogni ~32 secondi), collezionando oggetti (da +0 a +2 a seconda del tipo di oggetto), col graze (+0.06) e guadagnando una vita extra con i punti (+2), fino a raggiungere il cap di 32, corrispondente alla difficoltà più alta. Il rank value è ridotto di 16 punti quando il giocatore viene colpito, di 2 quando usa una bomba, e di 0.03 quando si manca di raccogliere un'oggetto.

Difficoltà

Easy - Per persone a cui non piacciono gli STG.
Normal - Per la maggior parte delle persone.
Hard - Per i giocatori d'arcade.
Lunatic - Per persone strane.
Extra - Perché non rinunci, sei pazzo?

Boss

The main challenge and the main attraction. Each boss has multiple lives, which are represented by multiple health bars. Bosses normally alternate between attacking normally and attacking with Spell Cards, switching once with each life bar.

Normal attacks are incrementally stronger versions of the boss character's basic attack. Spell Card attacks bedazzle the player with combinations of complex patterns that often involve the use of projectiles and obstacles crafted especially for use with that Spell Card. If the player manages to defeat a Spell Card attack without getting hit or using any bombs, a substantial score bonus is rewarded for the feat.

Each attack is accompanied by a timer. When time runs out, the boss will switch to their next attack pattern even if their health bar isn't empty. Waiting for a boss character's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses.

Character Statistics

There are two characters to choose from, each of which have two styles of attack. The player decides which character to play and which attack type to use at the start of the game.

Reimu

Basic Performance
Moving Speed: ★★★
Attack Range: ★★★★
Attack Power: ★★★

Marisa

Basic Performance
Moving Speed: ★★★★
Attack Range: ★
Attack Power: ★★★★
Reimu A - Homing amulets.
Reimu B - Persuasion needles.
Marisa A - Magic missiles.
Marisa B - Lasers.

Screen Layout

  1. Your character
  2. Player Score
    • 最高得点 (High Score): displays your highest score for the current character, type, and difficulty
    • 得点 (Score): Your current score
  3. The number of remaining Players and Bombs / The approximate location of the Point of collection
  4. Player Status
    • Power: displays your shot power level, maxing out at 128
    • Graze: displays how many times enemy shots have grazed your hitbox during this stage
    • 点 (Point): displays how many Point Items you collected during this stage
  5. Enemy Status
    • Left number: displays how many health bars the enemy has in reserve
    • Right number: displays how much time is left before the enemy's attack spell self-destructs
    • Middle bar: displays how much health the enemy has left in their current attack spell

Template:Clear

Scoring

Scoring works similar to many other Touhou games in many aspects. Listed below are the details for how points are given in Embodiment of Scarlet Devil.

Enemies

Any damage you deal to any enemy, whether it be caused by your shots or your bombs, will cause your score to increase very slightly. Actually destroying enemies will award you slightly more points, but the points earned from this are around the range of hundreds to thousands of points per enemy. This is not a significant amount at all. However, enemies shoot bullets for you to "graze" and release items for you to collect, and those are very important for scoring as covered below.

Grazing

"Grazing a bullet" means to have a bullet or laser come dangerously close to your hitbox. Each graze will add 500 to your score, and will increase your "Graze number" by 1, which is used to calculate the Clear bonus. You can only graze a bullet once, so you won't gain any additional points or graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional points or graze.

Point Items

As the name implies, point items are the major source of points in the game. The higher up on the screen you collect them, the more points they are worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they show the value in yellow text. The auto-item-collect line is the same height as the height where point items reach their maximum value, so take advantage of this fact wherever you can for massive points. The maximum value for point items are based on difficulty:

 Easy:    100,000
 Normal:  100,000
 Hard:    150,000
 Lunatic: 200,000
 Extra:   300,000

An important thing to keep in mind is that point items collected even a pixel below the maximum value threshold are worth less than 66% of their maximum value. This is a non-trivial difference, so do your best to collect items without prematurely retreating down to the lower parts of the screen. Also, point items collected at the bottom of the screen are worth around 25% of their maximum value. The number of point items collected per stage is used to calculate the Clear bonus, to be discussed later.

Power Items

While your shot is not fully powered up, power items are worth only 10 points. However, once maximum shot power has been reached, each additional power item collected will be worth more than the previous one collected, up to a maximum of 51,200 points per power item. Unlike point items, power items will award you the same number of points anywhere on the screen. However, if you lose a life and your power level to less than maximum, power items will be worth only 10 points just like the beginning, and you will have to start this process over again. The progression is as follows: 10, 20, 30... 100, 200, 300... 1000, 2000, 3000... 12000, 51200. In other words, it takes 32 power items to get from a value of 10 to 51200. The opportunity cost of dying and having to rebuild the value of the power items is 1,554,350 points.

Large power items act the same as normal power items, except that when you are at maximum shot power, they increase the current value of power items as if you had collected 8 normal point items.

Star Items

These items appear any time an enemy bullet is cancelled out. This can happen when you defeat an attack pattern of a boss (by depleting their current healthbar), at the moment you gain maximum shot power, when you destroy a certain enemy, or when you erase enemy bullets with a bomb. Each star item is worth 500 points + 10 points for every 3 grazes you have that stage. So for example, if you currently have 304 graze and you collect a star item, it will be worth 500 + (10 * (304 / 3)) = 1510 points. The only exception is when star items are created by a bomb, in which case each star item generated is worth exactly 100 points. However, bullets cancelled near the end of a bomb's duration will be worth the same value as a regular star item. The maximum number of items on the screen is 512 and therefore any bullet count higher than in a cancel will only contribute to the Enemy Bullet Bonus. If an attack would drop power or point items, those items can be omitted if the total item count would exceed 512.

Enemy Bullet Bonus

When you finish off one of the boss's lives (caused by completely depleting the visible healthbar) or defeat a Spell Card of a boss, all enemy bullets on screen are tallied up to calculate the Enemy Bullet Bonus. The value of each bullet starts at 2000 and increases by 10 for each successive bullet, giving a total equal to N * (1995 + 5 * N), where N is the number of bullets. The maximum value of this bonus is 3324800 (at the bullet cap of 640). This bonus is independent of any star items collected from finishing off a boss's attack pattern. Finding the correct time in a boss's attack to finish them off can mean the difference between an Enemy Bullet bonus of 100,000 and one of 3,000,000.

Spell Card Bonus

Occasionally, a boss will attack using a Spell Card. You will know this is happening when the background changes and the Spell Card's name appears in the upper-right corner of the screen. If the boss's healthbar is depleted within the time limit and without getting hit or using a bomb, a spell card bonus will be added to your score.

Unlike later games in the series, the spell card bonus is calculated directly from the number of seconds remaining; the spell card's starting timer does not affect this calculation. The bonus is calculated as follows:

stage 1-2:       20,000 * (timer + 10)
stage 3:         25,000 * (timer + 10)
stage 4:         30,000 * (timer + 10)
stage 5:         40,000 * (timer + 10)
stage 6:         50,000 * (timer + 10)
Extra:           70,000 * (timer + 10)

For Remilia's and Flandre's final cards, the calculation uses the actual (hidden) number of seconds remaining, even if the displayed timer is 99.

The formula is unchanged for survival cards. As such, capturing Secret Barrage "And Then There WIll Be None?" will always award only 700,000 points.

Clear Bonus

At the end of each stage, the player is awarded a point bonus based on their performance throughout the stage. The bonus is calculated as follows:

 Stage x  1000 (stage number, Extra = 7)
 Power x  100 (power level)
 Graze x  10 (graze count)

This combined total is then multiplied by the number of point items collected in that stage.

In addition, if you are not playing on Easy and the stage happened to be the last stage, the following is added:

 Player x 3,000,000 (lives in stock, not including your current one)
 Bomb   x 1,000,000 (bombs in stock)

Finally, depending on the conditions you played under, the result is multiplied by these modifiers, rounded down to the nearest 10:

 4 Initial Lives:    x 0.5
 5 Initial Lives:    x 0.2
 Easy Difficulty:    x 0.5
 Normal Difficulty:  x 1.0
 Hard Difficulty:    x 1.2
 Lunatic Difficulty: x 1.5
 Extra Difficulty:   x 2.0

The end result is then added on to your score.

Unlockables

Endings

To view the bad endings, either finish the game on Easy or finish the game with one or more continues.

  • To get Bad Ending 1, use Reimu, any type.
  • To get Bad Ending 2, use Marisa, any type.

To view the normal(good) endings, finish the game on Normal, Hard, or Lunatic difficulty without continuing once.

  • To get Ending 3, use Reimu-A.
  • To get Ending 4, use Reimu-B.
  • To get Ending 5, use Marisa-A.
  • To get Ending 6, use Marisa-B.

Practice Mode

To unlock a stage to practice in "Practice Start" at a specific difficulty level and for a specific character and type, you must complete that stage in the standard "Start" game mode at that same difficulty, using the same character and type. The stage will be unlocked even if you have used continues.

Extra Stage

To unlock the Extra stage for a specific character and type, you must reach the "Good Ending" (beat the entire game without continuing on Normal or higher difficulties) with that same character and type.

Replays

If you rename replay files to "th6_ud*.rpy", where * is any string of characters, you will be able to view them in the "Replay" menu, and they won't take up any of your precious 15 slots for saving replays. However, the first 4 characters of the * in "th6_ud*.rpy" must be unique from any other * in the replay folder, or else that replay won't be recognized by the game.

Bugs

  • During the period of violent shaking caused by Marisa-B's bomb, "Master Spark" or Reimu-B's bomb, "Evil-Sealing Circle", enemies that are scheduled to appear from the right side of the screen will consistently fail to show up. Enemies that disappear in this fashion do not produce any points or items.
  • If Rumia's first nonspell is timed out, the health carries over to the first spell card, making it impossible to defeat if she has full health. Moreover, on Easy, it causes her spell card "Night Bird", which is normally not available on Easy, to start.
  • It seems that the sound of ReimuA's shooting (Z key) disappears when Power is between 16 and 31.
  • When facing Flandre Scarlet in the Extra stage, if you shoot at her immediately after her second-last Spell Card (Secret Shot "And Then Will There Be None?") ends, she will take a significant amount of damage to her healthbar for her last Spell Card (QED "Ripples of 495 Years"). This can also be done for Remilia's last Spell Card ("Red Magic" or "Scarlet Gensokyo"). This bug will not work if second-last Spell Card of Flandre or Remilia is beaten by bombing.
  • If you time out the last Spell Card of Remilia or Flandre and use a bomb right before the Spell Card finishes off (that will cause Remilia and Flandre turn into bats), the Spell Card will finish, but the bat-looking bosses will still remain on the screen. In this case you will have to wait a minute or so before the final score (for Remilia) or the final dialog (for Flandre) appears.
  • Pausing the game exactly when the statistics screen is about to open up causes the game to show both the statistics menu and the pause menu at once, giving you control of both simultaneously, allowing you to go back to the main screen and even start a run while the other menu is still open, causing weird effects as seen in this video.
  • Meiling's "Wind Chime of Colorful Rainbow" does not give any items after defeating it if the bullet count is 511 or higher (a bonus of at least 2325050). It only gives 2 out of the intended 5 point or power items if the bullet count is 510 (bonus of 2317950). The difficulty must be Hard or Lunatic for the spell to have this many bullets. In Extra, this can also affect Patchouli's "Silent Selene".
  • Sometimes Flandre stops shooting for one wave during her 6th nonspell for currently unknown reasons as seen in this video.
  • If you finish a nonspell when the timer of the boss is at the end of 00 seconds (a frame away from timing out), the Spell Card that comes afterward is skipped. You get all of the items you would normally get from finishing the Spell Card off, but you do not get any Spell Card bonus. This can be done for most nonspells that have Spell Cards after them, but not all of them. This bug works for every nonspell except for Flandre's last nonspell and Remilia's last nonspell.
  • There is a visual bug in the character selection screen, where if you press the Z key while changing the character both characters will be shown at the same time as seen here.
  • Dying at the same time as a cancel happens at certain parts of the game, for example the green books in stage 4 on Lunatic can cause your character to not drop any power items after the death as seen here.