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Strange Creators of Outer World/Introduction of Previous Works/Embodiment of Scarlet Devil/Cross Review
東方紅魔郷全ステージクロスレビュー |
EoSD Stage Review | |
---|---|---|
「紅魔郷」のステージとボスを識者の方々に振り返ってもらったぞ。一人識者ってレベルじゃないぞ。 |
A number of experts look back on the stages and bosses of Embodiment of Scarlet Devil, one of which is a little more real than the others... | |
博麗霊夢 :博麗神社の巫女さん。弾幕馬鹿。 |
Reimu Hakurei - Shrine Maiden of Hakurei. Crazy about danmaku. | |
霧雨魔理沙 :普通の魔法使い。弾幕馬鹿。 |
Marisa Kirisame - Ordinary Magician. Crazy about danmaku. | |
十六夜咲夜 :紅魔館の瀟洒なメイド。 |
Sakuya Izayoi - Elegant Maid of the Scarlet Devil Mansion | |
ZUN :どうも、ZUNです。 |
ZUN - Hello, ZUN here. | |
Stage1 ルーミア |
Stage 1 Rumia | |
Reimu |
1: |
1: |
Marisa |
8: |
8: |
Sakuya |
1: |
1: |
ZUN |
初めてWindows版を作るに当たってのテストのために作ったみたいなステージです。作りながら「こういう作り方でいいんだ」みたいな気になる。あとは、1面にいきなり闇の力をもった妖怪が出てきたら驚くんじゃないかなって。それから、難易度を上げたら中ボスでもスペルカードを使ってくる。いろいろと意外性を詰め込んでみました。 |
This was a test stage I made for the first Windows game. While I was making it, I began to feel it was a good way to handle things. I also thought it would be surprise to have a youkai who could manipulate darkness right at the start. As the difficult level goes up, she even uses a spell card as a mid-boss, so I made her full of surprises. |
Stage2 チルノ |
Stage 2 Cirno | |
Reimu |
1: |
1: |
Marisa |
2: |
2: |
Sakuya |
3: |
3: |
ZUN |
1面でテストは終わったのと、話的には湖を渡ることにしてたので、キャラに合わせた氷の弾を出してみたりなど、キャラ性が出せたステージですね。スペルカードはただ名前が憑いてるだけじゃないぞ、と。ルーミアも暗闇が表現された弾を出せればよかったんですが、実現したのは「永夜抄」のミスティアになってからでした。 |
After I finished testing with the first stage, I decided to have the story progress by crossing over a lake. I gave Cirno ice powers to match the setting, solidifying the connection and making it so the spell cards were more than patterns with names. I probably should have given Rumia bullets that represent darkness, but I was given another chance with Mystia in Imperishable Night. |
Stage3 紅美鈴 |
Stage 3 Hong Meiling | |
Reimu |
1: |
1: |
Marisa |
2: |
2: |
Sakuya |
8: |
8: |
ZUN |
西洋風のステージで中国風の門番がいたら面白いよね、ネタですね。当時としては頑張って意外性を狙ってみたつもりなんです。あと、初めて中ボスとの会話があるのがここですね。といっても、中ボスも美鈴でボスも美鈴ですが。ここで会話があることで、ストーリーが進んでいるんだ、というのが感じられたらと。展開としては毎回変化があるよう意識しています。 |
I thought it would be clever to have a Chinese boss at the end of a western-style stage. At the time, I was trying to aim for maximum unexpectedness. And this was where you would first talk with the mid-boss, even if she is the stage boss as well. That way, I was able to make it feel like you were progressing through the story. Such changes were how I added story development. |
Stage4 パチュリー |
Stage 4 Patchouli | |
Reimu |
2: |
2: |
Marisa |
7: |
7: |
Sakuya |
2: |
2: |
ZUN |
3面までが体験版で、ここからが本番、館の中に入るわけです。ここでは技のデパートをやりたかったんですね。ボスがキャラの装備ごとに違う攻撃をしてくる。ボリュームは出るんですが、単純に作業量が増えるだけで面倒です。急に難しくなるし、パターン化を意識して避けなければいけなくなってくる。ステージも3Dを使った奥行き感が出せてますね。 |
The demo was only three stages, and the serious part of the game was afterwards, when you entered the mansion. Here, I wanted to put a wide variety of attacks on display, and the boss would attack differently depending on your character loadout. But that volume was a pain because it increased my workload. It got a lot harder since I had to keep from falling into a pattern. The 3D effects give this stage a real perception of depth though. |
Stage5 十六夜咲夜 |
Stage 5 Sakuya Izayoi | |
Reimu |
5: |
5: She might not use any props in her tricks, but it's simple enough to counter them once you realize they're JUST tricks. Anyone with an overly unique power like hers usually eats humble pie sooner or later. |
Marisa |
3: |
3: It's really somethin'... I'm talking about her power, not her danmaku, by the way. She's got nothing to teach me. |
Sakuya |
9: |
9: I haven't used my power for anything other than cleaning in quite some time. A shame, really, since I feel using it to throw knives suits me much more. |
ZUN |
4面が暗い曲と背景だったのに対して、ここからは明るくなった上に曲もちょっと変わったリズムで、今で言う「東方らしさ」がすごく出てますよね。ようやくここからスタートですよ、くらいの意識で作り始めたステージです。あとはメイドさんを出したかった。よくある「強いメイドさん」を。ようやく作るのが楽しくなってきたステージですね。後半でやりたいことをやるために、我慢してそれまでのステージを作ってるようなものです。 |
Stage 4 had a dark theme and background, but this one is brighter and slightly erratic in rhythm. I'd say now it's one of the more "Touhou-like" ones. I made the stage with the intention to show the true fight was beginning, and it gave me a spot to include the "powerful maid" I wanted. I'd say the anticipation I had saved up to make the latter half of the game was unleashed, so it came together easily. |
Stage6 レミリア |
Stage 6 Remilia | |
Reimu |
6: |
6: If you somehow couldn't tell her personality was to strong-arm her way through things in her behavior, it's clear in her danmaku. The tricky trajectories are kind of like a child trying to play just a little longer. |
Marisa |
7: |
7: What I wanna know is where she's keepin' all that power in her puny body. On top of that, her bullets are more like blood, too. I just don't get vampires. |
Sakuya |
10: |
10: All of Milady's spellcards are overflowing with nobility and refinement. However, they hinder her from demonstrating her true strength. |
ZUN |
ただのボスだけのステージですね。でも、最終ステージまで来て道中が長いと、間違いなくダレますよ。極端にボス戦が長いのがラスボスっぽいかなと思います。もうここまでくるとボスの弾幕を作るだけだし、他のステージと比べると作業量は圧倒的に少ないうえに、弾幕を作っていて楽しい。後半になればなるほど作るのが楽しくなってくる、作る人に優しいステージなんです。 |
This is a stage that only exists for its boss. If the road to the final stage is too long, players will undoubtedly lose interest. I thought that making the fight with Remilia long would give her that "last boss" impression. Since all I had to do was create the boss attacks, it was not only much easier to make, but creating the bullet patterns was more fun. The further I got into the game, the easier it was for me to make it. |
EXStage フランドール |
EX Stage Flandre | |
Reimu |
10: |
10: If she can break anything, I'd like for her to shatter the moon. Having it around has been more trouble than it's worth lately. |
Marisa |
8: |
8: She might just be a shut-in, but she's got insane power and her danmaku is pretty tough to boot. The minute you think she just relies on pure power, she'll throw you a curve ball, literally. |
Sakuya |
9: |
9: A laborious cleanup after one of the Young Mistress' outbursts is inevitable. I should wish she could restrain herself whenever she plays. |
ZUN |
道中はちゃんと作らないといけないけど、難しい道中を作れるのもEXぽいかなと。あまり制限がないし、何やってもいいから楽しく作れます。本当はEXだけだったら楽しいんでしょうけどね。でも、他のステージがあるからゲームとしてそういうステージを出しても良いわけですから、それだけじゃあね。 |
I had to make a stage, but I figured it should be difficult to make it more EX-like. It was fun, since I didn't hold back and everything went, for the most part. If the game were just stages like this, it would be a lot easier to make, but the other stages gave justification for its inclusion. |
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