https://en.touhouwiki.net/api.php?action=feedcontributions&user=TheGuy&feedformat=atomTouhou Wiki - User contributions [en]2024-03-28T08:52:02ZUser contributionsMediaWiki 1.39.3https://en.touhouwiki.net/index.php?title=Unconnected_Marketeers/Gameplay&diff=477067Unconnected Marketeers/Gameplay2023-11-18T04:08:46Z<p>TheGuy: Thanks to Nylilsa for finding this</p>
<hr />
<div>{{stub}}<br />
[[File:UMTitleScreen.jpg|thumb|400px|Title screen of the game]]<br />
This article describes the overall gameplay and background information for ''[[Unconnected Marketeers]]''.<br><br />
For general or level-specific strategy, see [[/Strategy|here]].<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] (presuming you have bombs left);<br />
*'''{{Key|Shift}}''' slows the character's movement and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|C}}''' activates the currently selected Active Card;<br />
*'''{{Key|D}}''' cycles through your Active Cards;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
===Basic Gameplay===<br />
''[[Unconnected Marketeers]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually "[[Spell Card]]s") with distinctive visual styles and behaviors that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained with certain Ability Cards. <br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is possible. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a white dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained with certain Ability Cards.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you collect a life fragment while you have the maximum number of lives, the life fragment will be added as a bomb fragment.<br />
<br />
When you lose a life, you also lose 1.00 power (0.07 is scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time. You will also lose 1/3 of your current funds (up to 100).<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off at full power. However, if you do continue, your current score will be reset back to 0 plus the number of times you have continued, and your bomb and life fragments will be reset to 0. You can no longer save a replay, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically incrementally stronger versions of the boss character's basic attack (usually first seen during the midboss section). 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, using a bomb, or activating certain Ability Cards, a substantial score bonus is rewarded for the feat.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Ability Cards===<br />
{{main|Unconnected Marketeers/Ability Cards}}<br />
<br />
Ability Cards are the main gimmick of Unconnected Marketeers. There are four types of Ability Cards:<br />
<br />
* '''Item Cards''': These grant the player resources. Enemies can also drop these.<br />
* '''Equipment Cards''': These add options to upgrade the player's shot or help erase bullets.<br />
* '''Passive Cards''': These give benefits to the player without needing to be activated.<br />
* '''Active Cards''': These clear bullets or give other benefits to the player by pressing C. Each one has a cooldown. If the player has multiple Active Cards, they can select which to use by pressing D.<br />
<br />
The player can choose to start the game with any card that they've previously obtained (barring Item Cards and the ''Blank Card'').<br><br />
Upon clearing the main game, the number of available starting card slots increases to two and Chimata's ability card, the ''[[Unconnected_Marketeers/Ability_Cards#Passive_Cards|Blank Card]]'', is unlocked.<br><br />
Upon clearing the main game after buying the ''Blank Card'' in the Stage 5 shop, this number increases to its maximum of three.<br />
<br />
In addition, after each boss, and before the Extra boss, the player has the option of buying an Ability Card. The cards available are as follows:<br />
* Three random Ability Cards that the player does not yet have (four with ''Lucky Cat with Good Business Skills'')<br />
* '''Blank Card''' (if unlocked): Removes all currently held cards, but grants you every non-item card that appears in the following shop. Free.<br />
* '''Life Card''': Grants an extra life. Cost: 80.<br />
* '''Spell Card''': Grants an extra bomb. Free.<br />
* '''Money Comes and Goes On its Own''': Grants 50 money. Free.<br />
* '''Ringo-Brand Dumplings''': Grants 0.50 Power. Free.<br />
* The boss' signature Ability Card(s).<br />
<br />
As expected, buying an Ability Card decreases the player's funds. If the player doesn't have sufficient funds to buy a card, they may also pay using their Power: 0.01 Power translates to 1 unit of money, but you can't go below 1.00 Power.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Unconnected Marketeers Translation}}<br />
There are four characters to choose from in the game, each with a unique shot and bomb.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! !! Unfocused Shot !! Focused Shot !! Bomb<br />
|-<br />
![[Reimu Hakurei]]<br />
|Homing amulets shot out in a spread.<br />
|Needles fired straight ahead.<br />
|Large orbs which fly around and home in on enemies.<br />
|-<br />
![[Marisa Kirisame]]<br />
|Lasers shot straight forward, and in a narrow spread at 3.00+ power.<br />
|Slow, straight-moving missiles with a blast radius.<br />
|A massive front-facing laser. Marisa's movement is greatly slowed while firing it.<br />
|-<br />
![[Sakuya Izayoi]]<br />
|Knives which can be aimed by moving. Moving left and right changes the angle, moving down increases spread, and moving up decreases spread. Staying still will bring the knives back to the default angle.<br />
|Locks the knives' angle.<br />
|Stops all bullets on screen, then clears them (except lasers), while damaging every enemy.<br />
|-<br />
![[Sanae Kochiya]]<br />
|Frogs with a blast radius fired in a spread.<br />
|Snakes fired forward which home in on enemies horizontally.<br />
|A delayed explosion that covers the entire screen.<br />
|}<br />
<br />
===Screen Layout===<br />
<br />
<br />
===Unlockable Features===<br />
* Stage Practice: This feature allows a shottype to practice a stage that they have reached in a full game run. You begin with 9 lives and full power. If you lose all your lives, you can't continue.<br />
* Extra Stage: By beating the game on any difficulty with a certain shottype, the Extra Stage is unlocked for said shottype.<br />
<br />
===Full Unlock Code===<br />
To unlock all unlockable content at once, navigate to to the Achievement screen, select number 13 and type out '''mastersdream'''. If done correctly, the 1up sound effect will play and the practice mode stages as well as the Extra Stage will be unlocked for all shottypes.<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below. Enemies will also drop more items if they are destroyed quickly.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. You can only graze a bullet once, so you won't gain any additional graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional graze.<br />
<br />
Grazing in ''[[Unconnected Marketeers]]'' has no effect on score.<br />
<br />
===Money Items===<br />
In addition to increasing the player's funds, money items are the major source of points in the game. The higher up on the screen you collect them, the more points they're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll show the value in ''yellow'' text. The point of collection is the ''same'' height as the height where point items reach their maximum value, so take advantage of this fact whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The maximum point value of money items is 1,000 times the player's current funds (or 500 times the player's current funds in Easy mode), up to a certain value based on the current difficulty:<br />
{| style="border-collapse: collapse;" border=1 width=180<br />
|- align=center<br />
| Easy || 200,000<br />
|- align=center<br />
| Normal || 500,000<br />
|- align=center<br />
| Hard || 700,000<br />
|- align=center<br />
| Lunatic || 1,000,000<br />
|- align=center<br />
| Extra || 500,000<br />
|}<br />
The maximum point value of money items will always be at least 10,000, regardless of the player's current funds.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power will grant points like Money Items instead.<br />
<br />
===Green Point Items===<br />
Green point items are released when bullets are cleared with bombs, by defeating a boss phase, or by using certain Ability Cards. Their value is equal to the player's current funds, rounded down to the nearest 10.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll know this is happening when the background changes (except for the Extra stage midboss) and the spell card's name appears in the upper right corner of the screen. If the boss's [[health bar]] is depleted within the time limit and without getting hit, using a bomb or using the Underground Sun card, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|}<br />
<br />
===Clear Bonus===<br />
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay. <br />
<br />
Glitches reported only in the trial versions:<br />
*'''Shoplifting''': After purchasing an item from a shop at the end of a stage, the game can be paused and then unpaused to cause to open the shop again, allowing for indefinite purchases. Combined with the [[Unconnected Marketeers/Ability Cards#Item Cards|money card]], this allows for infinite money and thus infinite purchases of any card. Fixed as of v0.02a. [https://www.youtube.com/watch?v=AGCX-JPRFmU Video of this glitch].<br />
**'''Card stacking''': By performing the Shoplifting glitch, it is possible to obtain multiple copies of the same equipment card, passive card or active card. If you purchase around 100 or more of the same card, this may cause the game to crash.<br />
*'''Byakuren card desync''': [[Byakuren Hijiri]]'s card, Sutra of Dharmatic Power, can desync replays if used, no matter if it is equipped from the start or purchased mid-run, as the decreased card cooldown fails to carry over across stages.<br />
*'''Kanako card desync''': [[Kanako Yasaka]]'s card, Offerings to a Sacred Mountain, can desync replays if used. This happens because the lowered [[point of collection]] line is not carried over across stages.<br />
*'''Sannyo death glitch''': Sometimes, Sannyo's nonspells will spawn on top of the player character, killing her instantly. This is caused by the angle of the pattern being an uninitialized variable, which leads to undefined behavior. [https://www.youtube.com/watch?v=WrWY4ZgotjI Video of this glitch].<br />
*'''Sakuya Youmu''': If the player uses Sakuya and saves a replay, Sakuya's name will show as Youmu instead.<br />
<br />
Glitches reported in the full version:<br />
*'''Centipede desyncs''': [[Momoyo Himemushi]]'s card, Gluttonous Centipede, can desync replays if equipped from the start as the increased power fails to carry over across stages. This can also happen if it is purchased on a stage prior to Stage 5 and a next stage is entered with its value higher than 1000. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Card switch desync''': The player can press D to switch cards after clearing a stage, before the next stage begins. If this is done in a full game run, it will desync the stage that comes directly after the switch. Replays affected by this glitch can be viewed normally and even fixed permanently through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''UFO/Magatama desync''': A replay started from a stage, in which the player has either the Annoying UFO or Ancient Magatama card equipped, will desync. This can be avoided by starting from an earlier stage.<br />
*'''Music skip glitch''': While watching replays and skipping, the music will also attempt to skip ahead so that the replay and music are always synced (this is intended). However, skipping during the Extra Stage can cause the music to stop playing for a moment, after which [[Mountain of Faith/Music#Score_theme|Player's Score]] will play.<br />
*'''Practice empty bomb stock''': If Practice Mode is used as the first game mode upon booting up the game, the player will start without any bombs. This can be fixed by starting a new run (in practice or otherwise) and prevented by starting a non-practice run or watching a replay first. <br />
*'''No bomb stock''': If in addition to doing the above, the player also uses the obscure cross-game feature of holding down a number key while loading a practice mode run to set the number of lives they'll have, the bomb stock may also completely disappear. In this state, the player will not be allowed to bomb even if they obtain bombs. <br />
*'''Card disappearance bug''': If the player restarts a run through the pause menu, any previously bought cards will no longer appear in any shop. This can be fixed by quitting to the menu.<br />
*'''Blank card bug''': If the player restarts their run after buying a Blank Card, all of the player's starting cards will disappear. This is fixed by returning to the title screen.<br />
*'''Aya invincibility exploit''': Using [[Aya Shameimaru]]'s card, Gale Geta, it is possible to stay invincible indefinitely by rapidly inputting movement, at a rate of around 30 Hertz. [https://www.youtube.com/watch?v=EnwpQH8yVxk Video of this glitch].<br />
*'''Remilia extended hitbox''': Using [[Remilia Scarlet]]'s card, Vampire Fang, is used during Sakuya's bomb, it hits the boss regardless of where on the screen it is used. This does not work if [[Byakuren Hijiri]]'s card is also equipped, as it affects the bomb.<br />
*'''Elixir midboss death glitch''': The Death Avoidance Elixir card does not work if you get hit by a midboss entering the screen; the player will still die.<br />
*'''Spell Practice timeout crash''': The game crashes if the [[Chimata Tenkyuu]]'s final Spell Card is timed out in Spell Practice mode.<br />
*'''Spell Practice background error''': In Spell Practice mode, [[Chimata Tenkyuu]]'s final Spell Card doesn't have any spell card background, as intended, but shows the initial stage background of the fight instead of the one from the end of the fight, where the spell card would normally be used.<br />
*'''Lily White death crash''': If [[Lily White]] is summoned right when a boss is defeated and the player proceeds to get hit after defeating the boss, the game will crash.<br />
*'''Extra card display bug''': In a replay of the Extra Stage boss fight, the active card will appear to never recharge; it will always have a black border. This is merely a display issue; the card is in fact being recharged.<br />
*'''Spell Practice health error''': [[Tsukasa Kudamaki]]'s first Spell Card in the Extra Stage has almost twice as much health in Spell Practice compared to a full game run.<br />
*'''Spell Practice shot hitbox difference''': In Spell Practice mode, [[Momoyo Himemushi]]'s final Spell Card has a normal boss shot hitbox, but is 20px bigger during full game runs. This is due to the fact her 8th spell card is meant to have a 60px shot hitbox compared to the usual 40px, but that difference carries on to the final Spell Card during full game runs. On Spell Practice, she appears for the final Spell Card with the regular 40px shot hitbox instead.<br />
*'''Byakuren cooldown bug''': In Extra mode, if the player buys Byakuren's card in the shop, the decreased cooldown of the active card does not apply. Its effect of strengthening the player's bomb, however, still applies. If the card is equipped from the beginning, replays will usually desync once the Momoyo boss fight starts. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Maid Knife glitch''': With the Maid Knife card equipped, if the player has another equipment card, the knives will fire from the equipment card options instead of the original ones. In the case of multiple equipment cards, the leftmost one will have the knives fire from its options.<br />
*'''Saki/Momoyo oversight''': If the player has both [[Saki Kurokoma]]'s card, Law of the Survival of the Fittest, as well as Momoyo's Centipede card equipped, the increased power from Saki's card will override that of Momoyo's card, rendering the latter useless.<br />
*'''Hat/Tanuki oversight''': If the player has both the Pebble Hat and Reliable Tanuki Apprentice cards equipped, only the rightmost one on the screen will have its intended effect of reducing power loss.<br />
*'''Active Card missing UI update''': When buying an Active Card at a shop, the game will automatically swap your currently selected active with the newly acquired one, but due to a programming oversight, this does not update the "selected active" UI in the bottom-left corner. In practice, this mistake is unnoticeable as the game *does* update this UI when loading a new stage and shops only appear before stage transitions. <br />
<br />
The following apply to multiple games, including ''Unconnected Marketeers'':<br />
*'''Wrong play time''': The play time information in Player Score is inconsistent and usually does not reflect the real in-game playtime, being much shorter than it should be.<br />
*'''Sprintf buffer overflow''': When practicing in Spell Practice, the last image from before a restart may sometimes form an afterimage which stays on the screen. From this point on, any further restart will "update" the afterimage, but will not clear it. This glitch can only end by returning to the title screen.<br />
*'''Absent phase marker glitch''': Chimata's final spell card, "Asylum of Danmaku", doesn't show any health bar markers, when the phases change after getting past certain HP thresholds.<br />
*'''Extra Midboss life count error''': The Extra stage midboss never shows any life count, when 2 and 1 should be displayed for the first and second spellcards respectively.<br />
<br />
{{Navbox UM}}<br />
<br />
[[Category:Unconnected Marketeers]]<br />
[[Category:Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Mountain_of_Faith/Gameplay&diff=474412Mountain of Faith/Gameplay2023-09-06T04:25:22Z<p>TheGuy: /* Lives */</p>
<hr />
<div>[[File:Th10titlescreen.jpg|thumb|400px|Title screen of the game]]<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] or spiritual attack (presuming you have sufficient power);<br />
*'''{{Key|Shift}}''' slows the character's movement, and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|R}}''' returns you to the beginning of Stage 1 when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
As of this game, holding Shift will also increase the size of the character's item collection box. This makes it possible to snag items that are just out of reach or more effectively collect raining items.<br />
<br />
===Basic Gameplay===<br />
''[[Mountain of Faith]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]], in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult bosses at the end of a stage.<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the number and type of enemy [[Spell Card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there is a line most of the way up the screen called the ''[[Point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. Unlike previous games, you don't need to have full power or focus to use the PoC; it's always available.<br />
<br />
In ''Mountain of Faith'', there is another line just below the PoC line: the maximum value line. Above this line, items are still worth their maximum value, despite not being automatically collected like when using the PoC.<br />
<br />
====Bomb====<br />
Unlike previous Touhou games, there is no separate bomb counter. Instead, there's a relationship between your power gauge, bombs, and options. Options are the small "satellites" that stick around your character and shoot shots. The more power items you collect, the higher your power gauge rises. The power gauge takes on values from 0 to 5, and decimal numbers in between. The number of options you have corresponds to the integer part of your power gauge - for example, if you have a power level of 2.75, you have two options. Although the maximum power level is 5, you can only have 4 options. When you go into focused fire mode, your options change position.<br />
<br />
Your power level must be 1 or higher to use bombs. Whenever you use a bomb, your power gauge decreases by 1, thus you lose an option. However, if you're at 5 power, you can use a bomb once without losing an option. Your shot at 5 power has the same strength as 4 power.<br />
<br />
As usual, deathbombing is possible. When hit, the player is given a very brief window of time (8 frames, approximately 0.133 seconds) to bomb and negate their death. The death sound effect will play and the bomb will activate. The deathbomb window has remained at 8 frames in every Touhou game since. In ''Mountain of Faith'' specifically, deathbombs grant the user much shorter invincibility compared to regular bombs.<br />
<br />
====Lives====<br />
You start off the game with 2 extra lives. You can lose a life by getting "hit" by an enemy attack or an enemy's own [[hitbox]].<br />
<br />
The hitbox for your character is quite small in comparison to your on-screen sprite. Reimu's is 4 by 4 pixels while Marisa's is 7 by 7 pixels, making them 16 pixels and 49 pixels in size respectively. If you hold Shift, a colored dot will appear, giving an indication of the hitbox. The dot does ''not'' precisely match the real hitbox and it is the same for Reimu and Marisa, despite Marisa's hitbox being about twice as large. If your character's hitbox comes into contact with the hitbox of an enemy bullet, laser, or the enemy itself, you will die.<br />
<br />
The player is awarded extra lives upon reaching certain score totals or by collecting 1up items. In the main game, the player is awarded extra lives at 20, 40, 80 and 150 million points. A 1up item is dropped after defeating the midboss [[Nitori Kawashiro|Nitori]] as well as the midboss [[Sanae Kochiya|Sanae]], bringing the total number of extra lives earned to 6. In the Extra stage, the player is instead awarded extra lives at 30 and 100 million points, and a 1up item is dropped after the midboss [[Kanako Yasaka|Kanako]].<br />
<br />
You can carry up to a maximum of 9 extra lives at a time (however, there aren't enough extra lives to reach this maximum outside of stage practice). If you receive an extra life when you already have the maximum, that life will be lost. In stage practice, the 9th life is not shown on the screen, so it will appear as if you never lost a life if you die. From the second death onward, the life display will function normally again.<br />
<br />
When you lose a life, you also lose 3.20 power. Power items totaling 3.20 power are scattered for you to collect, even if you had less than 3.20 power at the time you died. Also, all of the bullets on the screen are cancelled and you become invulnerable for a short period of time.<br />
<br />
====Difficulty Levels====<br />
Like most of the Windows games, ''Mountain of Faith'' has short descriptions for each difficulty level.<br />
<br />
:Easy - A difficulty level to get you used to the controls. Advancement is basic for humans.<br />
:Normal - A difficulty level to enjoy the game. Having faith in yourself will bring happiness.<br />
:Hard - A difficulty level for those with a good deal of self-confidence. No need to stop and linger to enjoy the performance.<br />
:Lunatic - The usual. If you don't know what that means, don't pick it.<br />
:Extra - Oh, you want to play? You're pretty curious, aren't you?<br />
<br />
====Rank====<br />
The rank calculation system from ''[[Perfect Cherry Blossom]]'' and ''[[Imperishable Night]]'', used to adjust game difficulty based on the player's performance, was re-implemented in Mountain of Faith. However, the only enemy attack in the entire game that is adjusted by the rank value is [[Shizuha Aki]]'s second non-spell attack in Easy and Normal difficulty, which occurs so early in the game that any meaningful differences in rank are impossible to accrue, and is so simple a pattern that such differences wouldn't be noticeable anyway. Therefore, rank practically does not exist in this game.<br />
<br />
===Stages===<br />
There are 6 stages in the full version of the game:<br />
#Stage 1:「八百万の秋の神」 The Multitudinous Autumn Gods<br />
#Stage 2:「神々の傷跡」 The Scars of the Gods<br />
#Stage 3:「瑕疵無き要塞」 The Flawless Fortress<br />
#Stage 4:「要塞の山」 The Mountain Fortress<br />
#Stage 5:「霊山に風が吹く」 A Wind Blows on the Sacred Mountain<br />
#Stage 6:「あゝ風の神よ神湖の地に」 Ah, the God of Wind on the Grounds of the Divine Lake<br />
<br />
To unlock the Extra stage, beat the game with either of the two girls on normal or harder without continuing(otherwise you'll see a 'clear' sign over that type, but the Extra Stage won't be unlocked). The attack pattern you used (A, B, or C) will then be unlocked for Extra.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction. Each boss has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[Spell Card|Spell Cards]], switching once with each health bar. Colored sections on the health bar indicate the start of a Spell Card attack when the boss' health is depleted that far.<br />
<br />
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, called a "capture", a substantial Spell Card Bonus is rewarded for the feat. This bonus increases with Faith; see the [[Mountain of Faith/Gameplay#Spell Card Bonus|Spell Card Bonus]] section below.<br />
<br />
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 does not count as a capture, and thus does not award the Spell Card Bonus. The exception to this is survival Spell Cards, in which the only way to capture them is to time them out. In those cases, it ''does'' count and you do get the Spell Card Bonus.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Shottypes===<br />
{| width="100%" class="wikitable"<br />
| '''ReimuA'''<br />
;Homing Type<br />
Reimu's first shottype is a homing shot, shooting homing amulets. While focused, the shot is more narrow, but still homing.<br />
:Shot: Homing Amulet<br />
:Option: Rear Position<br />
| width="335px" |<br />
<gallery perrow="2"><br />
File:Th10ReimuA_unfocused.png|Unfocused<br />
File:Th10ReimuA_focused.png|Focused<br />
</gallery><br />
|-<br />
| '''ReimuB'''<br />
;Forward Focus Type<br />
Reimu's second shottype features forward-focused needles. While focused, the shot is more narrow.<br />
:Shot: Sealing Needle<br />
:Option: Forward Position<br />
|<br />
<gallery perrow="2"><br />
File:Th10ReimuB_unfocused.png|Unfocused<br />
File:Th10ReimuB_focused.png|Focused<br />
</gallery><br />
|-<br />
| '''ReimuC'''<br />
;Sealing Type<br />
Reimu's third shottype is a spreadshot. This shot is wider while focused, not while unfocused.<br />
:Shot: Youkai Buster<br />
:Option: Left/Right & Focus<br />
|<br />
<gallery perrow="2"><br />
File:Th10ReimuC_unfocused.png|Unfocused<br />
File:Th10ReimuC_focused.png|Focused<br />
</gallery><br />
|-<br />
| '''MarisaA'''<br />
;High-Power Type<br />
Marisa's first shottype features options that follow Marisa around while unfocused. While focused, the options will freeze. Despite being called the High-Power Type, this shot actually deals relatively ''low damage''.<br />
:Shot: Spread Star<br />
:Option: Trace & Hold Formation<br />
|<br />
<gallery perrow="2"><br />
File:Th10MarisaA_unfocused.png|Unfocused<br />
File:Th10MarisaA_focused.png|Focused<br />
</gallery><br />
|-<br />
| '''MarisaB'''<br />
;Piercing Type<br />
Marisa's second shottype is a piercing shot. The laser penetrates trough every enemy, so enemies behind an other will be also hit by the laser. While focused, the shot is more narrow.<br />
:Shot: Illusion Laser<br />
:Option: Close Contact Formation<br />
|<br />
<gallery perrow="2"><br />
File:Th10MarisaB_unfocused.png|Unfocused<br />
File:Th10MarisaB_focused.png|Focused<br />
</gallery><br />
|-<br />
| '''MarisaC'''<br />
;Magic-User Type<br />
Marisa's third shottype has a unique option mechanic. By focusing, the options will remain in place while Marisa can still move around. Unfocusing will bring the options back to Marisa (except if the player unfocuses only very briefly).<br />
:Shot: Cold Inferno<br />
:Option: Front & Lock Formation<br />
|<br />
<gallery perrow="2"><br />
File:Th10MarisaC_unfocused.png|Unfocused<br />
File:Th10MarisaC_focused.png|Focused<br />
</gallery><br />
|}<br />
<br />
===Screen Layout===<br />
[[File:th10screenLayout.png|frame|right|Screen Layout]]<br />
<br />
#Your character<br />
#Player Score<br />
#*High Score: your highest score for the current character, type, and difficulty<br />
#*Score: your current score<br />
#Player Status<br />
#*The number of remaining lives and bombs / The approximate location of the [[point of collection]]<br />
#*Power: your shot power, maxing out at 5.00<br />
#Enemy Status<br />
#*Left bar(s): the number of health bars the enemy has left. White bars indicate the boss will use regular attacks, red bars indicate the boss will use a spell card.<br />
#*Right number: the amount of time left before the enemy's attack spell fails (self-destructs)<br />
#Faith counter<br />
#Spell Card Status<br />
#*Title: the name of the Spell Card being used<br />
#*Bonus: the constantly-updating value of the Spell Card Bonus<br />
#*History: your number of captures of current Spell Card, and the number of times you have faced it.<br />
<br />
===Hint Files===<br />
{{stub|section}}<br />
''Mountain of Faith'' has a feature called hints, which can be used to show textual hints on the screen during gameplay. Hints can be specified in two files in the <tt>hint</tt> directory in the game folder, namely <tt>hint_user.txt</tt> and <tt>hint_auto.txt</tt>. The hint feature can be turned on or off, or set to Auto, in the Option menu. Setting it to On or Auto will enable both hint files, where Auto will add "Caution!" markers where you die during a run as well, which will then show in subsequent runs. These markers are written to <tt>hint_auto.txt</tt>. Setting it to Off will disable the hint feature.<br />
<br />
Hint files are commonly used for scoring, to show the PoC line and the max value line during runs.<br />
<br />
See below for a short example hint file, which shows the PoC line during Stage 1. Every hint has text, an X and Y position, a count, a base, an alignment, a time, an alpha value and a color. Any number of hints and any number of stages can be written into the file. Note that Extra is considered Stage 7 in this syntax.<br />
<br />
<syntaxhighlight><br />
# ========================================================= <br />
# 東方風神録─攻略ヒントファイル <br />
#<br />
# 書き方は秘密<br />
# <br />
#<br />
# Time-stamp: <2007/05/08 12:52:24 zun><br />
<br />
<br />
Version = 0.0<br />
<br />
# ================================== <br />
Stage : 1<br />
<br />
Tips<br />
Text : "→────────────────────────←"<br />
Pos : -207, 121<br />
Count : 300<br />
Base : start<br />
Align : left<br />
Time : 5500<br />
Alpha : 255<br />
Color : 128, 255, 128<br />
Scale : 1.0<br />
End<br />
<br />
StageEnd<br />
</syntaxhighlight><br />
<br />
===Endings===<br />
The endings depend upon the difficulty level and the use of continues.<br />
* Bad Endings: endings 7-12 are reached if one or more continues are used or if the difficulty level is Easy.<br />
* Normal Endings: endings 1-6 are achieved if continues are not used and the difficulty level is Normal, Hard, or Lunatic.<br />
<br />
===Unlockable Features===<br />
* Stage Practice: Unlocked by beating a stage with a particular shottype, this feature allows that shottype to practice that stage. You start out with 9 lives at 4.00 power. If you lose all of your lives, you can't continue.<br />
* Extra Stage: To unlock the Extra stage for a specific character and type, you must reach the "Normal Ending" (finish the game on Normal difficulty or higher without continuing) with that same character and type.<br />
<br />
===Full Unlock Code===<br />
To unlock all unlockable content at once, navigate to the Extra ReimuC records in Player Data and type out '''idontdrinkbeertoending'''. If done correctly, the 1up sound effect will play and the practice mode stages as well as the Extra Stage will be unlocked for all shottypes.<br />
<br />
==Scoring==<br />
===Enemies===<br />
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, destroyed enemies release items for you to collect, and those are very important for scoring as covered below.<br />
<br />
===Point Items===<br />
As its name implies, point items are the major source of points in the game. The value of the point items depends on the height at which they are collected. 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. Regular point items collected below the maximum value are worth about 50% of the maximum just below the PoC, changing linearly based on the height of the item until at the bottom of the screen they are worth between 45% and 55% of the maximum (depending on the current faith value). Point items that have yellow borders (only dropped by boss characters) give full points regardless of where they are collected.<br />
<br />
===Power Items===<br />
Power items increase your power gauge. Small items give you a 0.05 power boost, while large items give you a 1.0 power boost. The maximum value is 5.0. If you're already at full power, you will instead get small faith items.<br />
<br />
===Faith Items===<br />
The faith system is new to ''Mountain of Faith''. The number in the lower left corner of the screen is your faith counter, which starts at 50,000. It cannot drop below 50,000, nor can it go above 999,990. The green stars and orbs are faith items. There is a bar underneath the faith counter that drains over time, except when facing bosses, when it does not drain. Defeating (and to a much lesser extent, shooting) enemies, as well as collecting items, will refill the bar. When the bar is completely empty, you lose faith at a rate of 600 per second, or 10,800 per second if there are no enemies on the screen. The higher your faith is, the higher the value of each individual point item and Spell Card Bonus.<br />
<br />
The amount the large faith item adds to the faith counter varies depending on difficulty.<br />
{| border="1" width="160" style="border-collapse: collapse"<br />
|- align="center"<br />
| Easy || 5,000<br />
|- align="center"<br />
| Normal || 5,000<br />
|- align="center"<br />
| Hard || 8,000<br />
|- align="center"<br />
| Lunatic || 10,000<br />
|- align="center"<br />
| Extra || 10,000<br />
|-<br />
|}<br />
<br />
Small faith items add 100 points to the faith counter. Finally, faith items from bombing or cancelling a boss pattern will add 10 points to the faith counter. Bullets cancelled by a bomb during a Spell Card will not generate these items.<br />
<br />
When you lose a life, your faith counter will go down by the following amount:<br />
(Faith - 50,000) / 3<br />
This formula is always the same, regardless of difficulty level or character used.<br />
<br />
When you use a bomb, regardless of character or difficulty, your faith decreases by 3,000; however, if you deathbomb, your faith will not decrease.<br />
<br />
When you time out a Spell Card or a nonspell, regardless of any other factors, your faith decreases by 30,000. As of version 1.00a of the game, this occurs even on Aya and Suwako's survival Spell Cards.<br />
<br />
===Spell Card Bonus===<br />
Sometimes, 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 health bar is depleted within the time limit and without getting hit or using a bomb, the Spell Card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
Faith counter * (10 + (stage number * 3))<br />
Therefore, Spell Cards are initially worth 13x your faith on Stage 1, and increase to x28 your faith on Stage 6. Extra is counted as Stage 7 and therefore has a multiplier of x31.<br />
<br />
Except for survival cards, the bonus starts to decrease 5 seconds after the start of the Spell Card. Every second, the bonus decreases at the following rate:<br />
0.9 * (starting value) / (time limit in seconds - 5)<br />
<br />
===Clear Bonus===<br />
Unlike previous games in the series, there are no clear bonuses for Stages 1-5.<br />
At the end of Stage 6 or Extra, the player is awarded a sizable score bonus, which is calculated as follows according to the manual:<br />
<br />
Easy: (Extra Lives * 20 million) + (Power * 2,000,000) + (Faith * 100) points.<br />
Normal: (Extra Lives * 25 million) + (Power * 2,000,000) + (Faith * 100) points.<br />
Hard: (Extra Lives * 35 million) + (Power * 4,000,000) + (Faith * 100) points.<br />
Lunatic: (Extra Lives * 40 million) + (Power * 6,000,000) + (Faith * 100) points.<br />
Extra: (Extra Lives * 40 million) + (Power * 8,000,000) + (Faith * 100) points.<br />
<br />
Power uses the first two digits of your power. So if you have 4.25 power, use 42 for the value.<br />
<br />
==Glitches==<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay.<br />
<br />
Glitches reported in the full version:<br />
*'''User replay bug''': User replays, that is <code>th10_udXXXX.rpy</code>, do not work whatsoever. Unfortunately, this means you can only have up to 25 replays viewable in-game at a time; user replays must be renamed to e.g. <code>th10_01.rpy</code> or <code>th10_25.rpy</code>.<br />
*'''MarisaB power glitch''': When MarisaB's power is between 3.00 and 3.95, the middle laser of her unfocused shots does 10x as much damage as intended, beating bosses in literally a matter of seconds after they appear. Note that because you can reduce your power by bombing, it is very easy to make use of this glitch, even if you collect too many power items. This glitch results from ZUN accidentally putting another 1 in front of the number that represents the laser's damage output. [http://www.youtube.com/watch?v=r8FNWy0gmc8 Video of this glitch].<br />
*'''Multiple of the same replay desync''': If you save multiple replays of the same run, all of them except the first one will be bugged. They will display 0 FPS in the bottom right and possibly desync. They can even crash the game.<br />
*'''Stage 4 desync''': Replays of full runs will always desync when started from Stage 4, typically making it appear as if you failed to clear the stage. This can be prevented by starting the replay from Stage 3 or earlier.<br />
*'''Replay unlocking stage practice:''' Watching a replay of a full run will unlock the stages in stage practice with that character, as if you'd played them yourself.<br />
*'''Kanako bullet hitbox bug''': During Kanako's 2nd and 4th Spell Cards, "Divining Crop" and "Source of Rains", bullets that transform into another bullet type ''retain their original hitbox''. This makes them significantly larger than intended.<br />
*'''Replay score display bug''': If you start a replay with the current score over 1 billion, for example by starting from Stage 6, the billions' digit is not displayed. This does not affect the high score and it will not occur if 1 billion is reached during playback.<br />
*'''Suwako misdirection glitch''': If you start the Suwako fight by being above her, the lasers on her 1st Spell Card will be directed upwards, making it much easier to dodge.<br />
*'''Invincible Suwako glitch''': In the Extra Stage, if you bomb right before one of Suwako's Spell Cards times out, she will remain invincible. If you bomb again on the next Spell Card, she will become vulnerable again after that bomb, but her sprite will still be blurry, as if she is still invincible. After her timeout spells, however, the sprite goes back to normal and Suwako is vulnerable again.<br />
*'''Kanako portrait bug''': If you bomb right before the timer runs out on Kanako's final Spell Card, "Divine Virtue of Wind God", her portrait might be shown one more time, but shifted somewhat.<br />
<br />
The following apply to multiple games, including ''Mountain of Faith'':<br />
*'''Extra gameover glitch''': If you clear the Extra Stage with a lower score than your leaderboard, your leaderboard being full, the gameover options are mistakenly shown. This includes the "Continue" option; selecting it crashes the game. [https://www.youtube.com/watch?v=tMIL_HdHKO8 Footage of this glitch].<br />
*'''Slowdown glitch''': If you die while the game is slowed down, you lose more power than you should. This is due to the slowdown being implemented as frames running multiple times, including the frame on which power is lost.<br />
*'''Spritesheet glitch''': On very rare occasions, the game will load incorrectly, resulting in erratic behaviour during gameplay. The game will randomly and rapidly flash chunks of the entire spritesheet during play. If it occurs, the game stays this way until it's closed.<br />
<br />
{{Navbox MoF}}<br />
[[Category:Gameplay]]<br />
[[Category:Mountain of Faith]]<br />
[[ru:Mountain of Faith/Геймплей]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Unconnected_Marketeers/Gameplay&diff=474379Unconnected Marketeers/Gameplay2023-09-04T18:34:08Z<p>TheGuy: /* Glitches */</p>
<hr />
<div>{{stub}}<br />
[[File:UMTitleScreen.jpg|thumb|400px|Title screen of the game]]<br />
This article describes the overall gameplay and background information for ''[[Unconnected Marketeers]]''.<br><br />
For general or level-specific strategy, see [[/Strategy|here]].<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] (presuming you have bombs left);<br />
*'''{{Key|Shift}}''' slows the character's movement and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|C}}''' activates the currently selected Active Card;<br />
*'''{{Key|D}}''' cycles through your Active Cards;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
===Basic Gameplay===<br />
''[[Unconnected Marketeers]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually "[[Spell Card]]s") with distinctive visual styles and behaviors that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained with certain Ability Cards. <br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is possible. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a white dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained with certain Ability Cards.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you collect a life fragment while you have the maximum number of lives, the life fragment will be added as a bomb fragment.<br />
<br />
When you lose a life, you also lose 1.00 power (0.07 is scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time. You will also lose 1/3 of your current funds (up to 100).<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off at full power. However, if you do continue, your current score will be reset back to 0 plus the number of times you have continued, and your bomb and life fragments will be reset to 0. You can no longer save a replay, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically incrementally stronger versions of the boss character's basic attack (usually first seen during the midboss section). 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, using a bomb, or activating certain Ability Cards, a substantial score bonus is rewarded for the feat.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Ability Cards===<br />
{{main|Unconnected Marketeers/Ability Cards}}<br />
<br />
Ability Cards are the main gimmick of Unconnected Marketeers. There are four types of Ability Cards:<br />
<br />
* '''Item Cards''': These grant the player resources. Enemies can also drop these.<br />
* '''Equipment Cards''': These add options to upgrade the player's shot or help erase bullets.<br />
* '''Passive Cards''': These give benefits to the player without needing to be activated.<br />
* '''Active Cards''': These clear bullets or give other benefits to the player by pressing C. Each one has a cooldown. If the player has multiple Active Cards, they can select which to use by pressing D.<br />
<br />
The player can choose to start the game with any card that they've previously obtained (barring Item Cards and the ''Blank Card'').<br><br />
Upon clearing the main game, the number of available starting card slots increases to two and Chimata's ability card, the ''[[Unconnected_Marketeers/Ability_Cards#Passive_Cards|Blank Card]]'', is unlocked.<br><br />
Upon clearing the main game after buying the ''Blank Card'' in the Stage 5 shop, this number increases to its maximum of three.<br />
<br />
In addition, after each boss, and before the Extra boss, the player has the option of buying an Ability Card. The cards available are as follows:<br />
* Three random Ability Cards that the player does not yet have (four with ''Lucky Cat with Good Business Skills'')<br />
* '''Blank Card''' (if unlocked): Removes all currently held cards, but grants you every non-item card that appears in the following shop. Free.<br />
* '''Life Card''': Grants an extra life. Cost: 80.<br />
* '''Spell Card''': Grants an extra bomb. Free.<br />
* '''Money Comes and Goes On its Own''': Grants 50 money. Free.<br />
* '''Ringo-Brand Dumplings''': Grants 0.50 Power. Free.<br />
* The boss' signature Ability Card(s).<br />
<br />
As expected, buying an Ability Card decreases the player's funds. If the player doesn't have sufficient funds to buy a card, they may also pay using their Power: 0.01 Power translates to 1 unit of money, but you can't go below 1.00 Power.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Unconnected Marketeers Translation}}<br />
There are four characters to choose from in the game, each with a unique shot and bomb.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! !! Unfocused Shot !! Focused Shot !! Bomb<br />
|-<br />
![[Reimu Hakurei]]<br />
|Homing amulets shot out in a spread.<br />
|Needles fired straight ahead.<br />
|Large orbs which fly around and home in on enemies.<br />
|-<br />
![[Marisa Kirisame]]<br />
|Lasers shot straight forward, and in a narrow spread at 3.00+ power.<br />
|Slow, straight-moving missiles with a blast radius.<br />
|A massive front-facing laser. Marisa's movement is greatly slowed while firing it.<br />
|-<br />
![[Sakuya Izayoi]]<br />
|Knives which can be aimed by moving. Moving left and right changes the angle, moving down increases spread, and moving up decreases spread. Staying still will bring the knives back to the default angle.<br />
|Locks the knives' angle.<br />
|Stops all bullets on screen, then clears them (except lasers), while damaging every enemy.<br />
|-<br />
![[Sanae Kochiya]]<br />
|Frogs with a blast radius fired in a spread.<br />
|Snakes fired forward which home in on enemies horizontally.<br />
|A delayed explosion that covers the entire screen.<br />
|}<br />
<br />
===Screen Layout===<br />
<br />
<br />
===Unlockable Features===<br />
* Stage Practice: This feature allows a shottype to practice a stage that they have reached in a full game run. You begin with 9 lives and full power. If you lose all your lives, you can't continue.<br />
* Extra Stage: By beating the game on any difficulty with a certain shottype, the Extra Stage is unlocked for said shottype.<br />
<br />
===Full Unlock Code===<br />
To unlock all unlockable content at once, navigate to to the Achievement screen, select number 13 and type out '''mastersdream'''. If done correctly, the 1up sound effect will play and the practice mode stages as well as the Extra Stage will be unlocked for all shottypes.<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below. Enemies will also drop more items if they are destroyed quickly.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. You can only graze a bullet once, so you won't gain any additional graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional graze.<br />
<br />
Grazing in ''[[Unconnected Marketeers]]'' has no effect on score.<br />
<br />
===Money Items===<br />
In addition to increasing the player's funds, money items are the major source of points in the game. The higher up on the screen you collect them, the more points they're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll show the value in ''yellow'' text. The point of collection is the ''same'' height as the height where point items reach their maximum value, so take advantage of this fact whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The maximum point value of money items is 1,000 times the player's current funds (or 500 times the player's current funds in Easy mode), up to a certain value based on the current difficulty:<br />
{| style="border-collapse: collapse;" border=1 width=180<br />
|- align=center<br />
| Easy || 200,000<br />
|- align=center<br />
| Normal || 500,000<br />
|- align=center<br />
| Hard || 700,000<br />
|- align=center<br />
| Lunatic || 1,000,000<br />
|- align=center<br />
| Extra || 500,000<br />
|}<br />
The maximum point value of money items will always be at least 10,000, regardless of the player's current funds.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power will grant points like Money Items instead.<br />
<br />
===Green Point Items===<br />
Green point items are released when bullets are cleared with bombs, by defeating a boss phase, or by using certain Ability Cards. Their value is equal to the player's current funds, rounded down to the nearest 10.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll know this is happening when the background changes (except for the Extra stage midboss) and the spell card's name appears in the upper right corner of the screen. If the boss's [[health bar]] is depleted within the time limit and without getting hit, using a bomb or using the Underground Sun card, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|}<br />
<br />
===Clear Bonus===<br />
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay. <br />
<br />
Glitches reported only in the trial versions:<br />
*'''Shoplifting''': After purchasing an item from a shop at the end of a stage, the game can be paused and then unpaused to cause to open the shop again, allowing for indefinite purchases. Combined with the [[Unconnected Marketeers/Ability Cards#Item Cards|money card]], this allows for infinite money and thus infinite purchases of any card. Fixed as of v0.02a. [https://www.youtube.com/watch?v=AGCX-JPRFmU Video of this glitch].<br />
**'''Card stacking''': By performing the Shoplifting glitch, it is possible to obtain multiple copies of the same equipment card, passive card or active card. If you purchase around 100 or more of the same card, this may cause the game to crash.<br />
*'''Byakuren card desync''': [[Byakuren Hijiri]]'s card, Sutra of Dharmatic Power, can desync replays if used, no matter if it is equipped from the start or purchased mid-run, as the decreased card cooldown fails to carry over across stages.<br />
*'''Kanako card desync''': [[Kanako Yasaka]]'s card, Offerings to a Sacred Mountain, can desync replays if used. This happens because the lowered [[point of collection]] line is not carried over across stages.<br />
*'''Sannyo death glitch''': Sometimes, Sannyo's nonspells will spawn on top of the player character, killing her instantly. This is caused by the angle of the pattern being an uninitialized variable, which leads to undefined behavior. [https://www.youtube.com/watch?v=WrWY4ZgotjI Video of this glitch].<br />
*'''Sakuya Youmu''': If the player uses Sakuya and saves a replay, Sakuya's name will show as Youmu instead.<br />
<br />
Glitches reported in the full version:<br />
*'''Centipede desyncs''': [[Momoyo Himemushi]]'s card, Gluttonous Centipede, can desync replays if equipped from the start as the increased power fails to carry over across stages. This can also happen if it is purchased on a stage prior to Stage 5 and a next stage is entered with its value higher than 1000. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Card switch desync''': The player can press D to switch cards after clearing a stage, before the next stage begins. If this is done in a full game run, it will desync the stage that comes directly after the switch. Replays affected by this glitch can be viewed normally and even fixed permanently through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''UFO/Magatama desync''': A replay started from a stage, in which the player has either the Annoying UFO or Ancient Magatama card equipped, will desync. This can be avoided by starting from an earlier stage.<br />
*'''Music skip glitch''': While watching replays and skipping, the music will also attempt to skip ahead so that the replay and music are always synced (this is intended). However, skipping during the Extra Stage can cause the music to stop playing for a moment, after which [[Mountain of Faith/Music#Score_theme|Player's Score]] will play.<br />
*'''Practice empty bomb stock''': In Practice mode after starting the game, the player will start without any bombs. This can be prevented by starting a full game run first.<br />
*'''Card disappearance bug''': If the player restarts a run through the pause menu, any previously bought cards will no longer appear in any shop. This can be fixed by quitting to the menu.<br />
*'''Blank card bug''': If the player restarts their run after buying a Blank Card, all of the player's starting cards will disappear. This is fixed by returning to the title screen.<br />
*'''Aya invincibility exploit''': Using [[Aya Shameimaru]]'s card, Gale Geta, it is possible to stay invincible indefinitely by rapidly inputting movement, at a rate of around 30 Hertz. [https://www.youtube.com/watch?v=EnwpQH8yVxk Video of this glitch].<br />
*'''Remilia extended hitbox''': Using [[Remilia Scarlet]]'s card, Vampire Fang, is used during Sakuya's bomb, it hits the boss regardless of where on the screen it is used. This does not work if [[Byakuren Hijiri]]'s card is also equipped, as it affects the bomb.<br />
*'''Elixir midboss death glitch''': The Death Avoidance Elixir card does not work if you get hit by a midboss entering the screen; the player will still die.<br />
*'''Spell Practice timeout crash''': The game crashes if the [[Chimata Tenkyuu]]'s final Spell Card is timed out in Spell Practice mode.<br />
*'''Spell Practice background error''': In Spell Practice mode, [[Chimata Tenkyuu]]'s final Spell Card doesn't have any spell card background, but shows the initial stage background of the fight instead of the one from the end of the fight, where the spell card would normally be used.<br />
*'''Lily White death crash''': If [[Lily White]] is summoned right when a boss is defeated and the player proceeds to get hit after defeating the boss, the game will crash.<br />
*'''Extra card display bug''': In a replay of the Extra Stage boss fight, the active card will appear to never recharge; it will always have a black border. This is merely a display issue; the card is in fact being recharged.<br />
*'''Spell Practice health error''': [[Tsukasa Kudamaki]]'s first Spell Card in the Extra Stage has almost twice as much health in Spell Practice compared to a full game run.<br />
*'''Spell Practice shot hitbox difference''': In Spell Practice mode, [[Momoyo Himemushi]]'s final Spell Card has a normal boss shot hitbox, but is 20px bigger during full game runs. This is due to the fact her 8th spell card is meant to have a 60px shot hitbox compared to the usual 40px, but that difference carries on to the final Spell Card during full game runs. On Spell Practice, she appears for the final Spell Card with the regular 40px shot hitbox instead.<br />
*'''Byakuren cooldown bug''': In Extra mode, if the player buys Byakuren's card in the shop, the decreased cooldown of the active card does not apply. Its effect of strengthening the player's bomb, however, still applies. If the card is equipped from the beginning, replays will usually desync once the Momoyo boss fight starts. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Maid Knife glitch''': With the Maid Knife card equipped, if the player has another equipment card, the knives will fire from the equipment card options instead of the original ones. In the case of multiple equipment cards, the leftmost one will have the knives fire from its options.<br />
*'''Saki/Momoyo oversight''': If the player has both [[Saki Kurokoma]]'s card, Law of the Survival of the Fittest, as well as Momoyo's Centipede card equipped, the increased power from Saki's card will override that of Momoyo's card, rendering the latter useless.<br />
*'''Hat/Tanuki oversight''': If the player has both the Pebble Hat and Reliable Tanuki Apprentice cards equipped, only the rightmost one on the screen will have its intended effect of reducing power loss.<br />
*'''Active Card missing UI update''': When buying an Active Card at a shop, the game will automatically swap your currently selected active with the newly acquired one, but due to a programming oversight, this does not update the "selected active" UI in the bottom-left corner. In practice, this mistake is unnoticeable as the game *does* update this UI when loading a new stage and shops only appear before stage transitions. <br />
<br />
The following apply to multiple games, including ''Unconnected Marketeers'':<br />
*'''Wrong play time''': The play time information in Player Score is inconsistent and usually does not reflect the real in-game playtime, being much shorter than it should be.<br />
*'''Sprintf buffer overflow''': When practicing in Spell Practice, the last image from before a restart may sometimes form an afterimage which stays on the screen. From this point on, any further restart will "update" the afterimage, but will not clear it. This glitch can only end by returning to the title screen.<br />
*'''Absent phase marker glitch''': Chimata's final spell card, "Asylum of Danmaku", doesn't show any health bar markers, when the phases change after getting past certain HP thresholds.<br />
*'''Extra Midboss life count error''': The Extra stage midboss never shows any life count, when 2 and 1 should be displayed for the first and second spellcards respectively.<br />
<br />
{{Navbox UM}}<br />
<br />
[[Category:Unconnected Marketeers]]<br />
[[Category:Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Theme_of_Eastern_Story&diff=469393Theme of Eastern Story2023-07-16T00:32:35Z<p>TheGuy: </p>
<hr />
<div>:''For other uses, see [[Theme of Eastern Story (disambiguation)]].<br />
{{nihongo|'''Theme of Eastern Story'''|テーマ・オブ・イースタンストーリー|Tēma obu īsutansutōrī}}, named as such in ''[[Akyu's Untouched Score vol.5]]'', is a song composed by [[ZUN]] which serves as the title screen theme in most [[Windows]] ''[[Touhou Project]]'' games. It's thought to be the main theme for the series itself due to the number of times it appears throughout the series. The first physical appearance of the melody appears in the ZUN Soft intro sequence of ''[[Lotus Land Story]]'' and ''[[Mystic Square]]'', and would later be used in the [[Shuusou Gyoku/Music#Extra Stage Theme|extra stage theme]] of ''[[Shuusou Gyoku]]''. Later on it appears in the title screen of almost every Windows game, as well as various other songs.<br />
<br />
==PC-98==<br />
{| class="wikitable" style="text-align:center; width:100%; max-width:1200px;"<br />
! width="23%" | Game<br />
! width="10%" | Use<br />
! width="40%" | Song Title<br />
! width="17%" | Appearances<br />
! width="15%" | Presence<br />
|-<br />
|[[Lotus Land Story]]<br />
|Intro<br />
||Init<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|style="background: #d4d4d4; color:#cacaca"|(nothing but)<br />
|-<br />
|[[Mystic Square]]<br />
|Intro<br />
||Init<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|style="background: #d4d4d4; color:#cacaca"|(nothing but)<br />
|}<br />
While the full version of "[[Akyu's Untouched Score vol.5|Theme of Eastern Story]]" appears as a bonus track on ''[[Akyu's Untouched Score vol.5]]'', which is a collection of songs from ''[[Highly Responsive to Prayers]]'', the song was ''not'' actually made for the game - ZUN explicitly calls it a new addition in the album's postscript. A part of the theme made its first appearance in 1998, but it's unknown just when it was actually composed (or if there even was a full rendition of it prior to ''Akyu's Untouched Score'' that ZUN referenced for its appearances).<br />
<br />
==Games==<br />
{| class="wikitable" style="text-align:center; width:100%; max-width:1200px;"<br />
! width="23%" | Game<br />
! width="10%" | Use<br />
! width="40%" | Song Title<br />
! width="17%" | Appearances<br />
! width="15%" | Presence<br />
|-<br />
|[[Embodiment of Scarlet Devil]]<br />
|[[Embodiment of Scarlet Devil/Music#Title_screen_theme|Title theme]]<br />
|[[Embodiment of Scarlet Devil/Music#Title_Screen|A Dream More Scarlet than Red]]<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|Main melody<br />
|-<br />
|[[Embodiment of Scarlet Devil]]<br />
|[[Embodiment of Scarlet Devil/Music#Ending_theme|Ending theme]]<br />
|[[Embodiment of Scarlet Devil/Music#Ending_theme|An Eternity More Transient than Scarlet]]<br />
|0:00-0:29<br>0:29-0:52<br />
|Main melody<br>Side melody<br />
|-<br />
|[[Perfect Cherry Blossom]]<br />
|[[Perfect Cherry Blossom/Music#Title_screen_theme|Title theme]]<br />
|[[Perfect Cherry Blossom/Music#Title_Screen_theme|Ghostly Dream ~ Snow or Cherry Petal]]<br />
|0:00-0:36 '''&''' 1:05-1:28<br>0:36-0:51<br />
|Main melody<br>Modified<br />
|-<br />
|[[Perfect Cherry Blossom]]<br />
|[[Perfect Cherry Blossom/Music#Stage_6_theme|Stage 6]]<br />
|[[Perfect Cherry Blossom/Music#Stage_6_theme|Ultimate Truth]]<br />
|0:00-0:18<br>0:52-0:56<br />
|Side melody<br />
|-<br />
|[[Perfect Cherry Blossom]]<br />
|[[Perfect Cherry Blossom/Music#Ending_theme|Ending theme]]<br />
|[[Perfect Cherry Blossom/Music#Ending_theme|Dream of a Spring Breeze]]<br />
|0:15-0:30 '''&''' 0:45-1:00<br />
|Main melody<br />
|-<br />
|[[Imperishable Night]]<br />
|[[Imperishable Night/Music#Title_screen_theme|Title theme]]<br />
|[[Imperishable Night/Music#Title_screen|Eternal Night Vignette ~ Eastern Night ]]<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|Main melody<br />
|-<br />
|[[Imperishable Night]]<br />
|[[Imperishable Night/Music#Stage_4_theme|Stage 4]]<br />
|[[Imperishable Night/Music#Stage_4_theme|Retribution for the Eternal Night ~ Imperishable Night]]<br />
|0:04-0:36<br />
|Main melody<br />
|-<br />
|[[Imperishable Night]]<br />
|[[Imperishable Night/Music#FinalA_Boss_-_Eirin_Yagokoro.27s_theme|Stage 6A boss]]<br />
|[[Imperishable Night/Music#FinalA_Boss_-_Eirin_Yagokoro.27s_theme|Gensokyo Millennium ~ History of the Moon]]<br />
|0:13-0:22 '''&''' 1:26-1:36<br />
|Main melody<br />
|-<br />
|[[Imperishable Night]]<br />
|[[Imperishable Night/Music#FinalB_Boss_-_Kaguya_Houraisan.27s_theme|Stage 6B boss]]<br />
|[[Imperishable Night/Music#FinalB_Boss_-_Kaguya_Houraisan.27s_theme|Flight of the Bamboo Cutter ~ Lunatic Princess]]<br />
|0:16-0:28 '''&''' 2:25-2:37<br>1:24-1:26 ''(+3 other times)''<br>1:49-1:51 ''(+5 other times)''<br />
|Main melody<br>Short-lived<br>Modified<br />
|-<br />
|[[Imperishable Night]]<br />
|[[Imperishable Night/Music#Ending_theme|Ending theme]]<br />
|[[Imperishable Night/Music#Ending_theme|Evening Primrose]]<br />
|0:12-0:30 '''&''' 0:48-1:24<br>0:30-0:48<br />
|Main melody<br>Side melody<br />
|-<br />
|[[Phantasmagoria of Flower View]]<br />
|[[Phantasmagoria of Flower View/Music#Title_screen_theme|Title theme]]<br />
|[[Phantasmagoria of Flower View/Music#Title_Screen_theme|Flower Reflecting Mound ~ Higan Retour]]<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|Main melody<br />
|-<br />
|[[Phantasmagoria of Flower View]]<br />
|[[Phantasmagoria of Flower View/Music#Pre-Battle_Conversation_theme|Pre-battle]]<br />
|[[Phantasmagoria of Flower View/Music#Pre-Battle_Conversation_theme|The Mound Where the Flowers Reflect]]<br />
|0:22-1:07<br />
|Main melody<br />
|-<br />
|[[Phantasmagoria of Flower View]]<br />
|[[Phantasmagoria of Flower View/Music#Pre-Boss_Conversation_theme|Pre-boss]]<br />
|[[Phantasmagoria of Flower View/Music#Pre-Boss_Conversation_theme|Mound of Shigan]]<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|Modified<br />
|-<br />
|[[Phantasmagoria of Flower View]]<br />
|[[Phantasmagoria of Flower View/Music#Eiki Shiki,_Yamaxanadu's_theme|Boss]]<br />
|[[Phantasmagoria of Flower View/Music#Eiki Shiki,_Yamaxanadu's_theme|Eastern Judgement in the Sixtieth Year ~ Fate of Sixty Years]]<br />
|0:00-0:36<br>1:02-1:38<br>2:04-2:18<br>2:29-2:42<br>2:42-3:19<br />
|Modified<br>Side melody<br />
|-<br />
|[[Mountain of Faith]]<br />
|[[Mountain of Faith/Music#Title_screen_theme|Title theme]]<br />
|[[Mountain of Faith/Music#Title_screen|Sealed Gods]]<br />
|0:20-0:41<br />
|Main melody<br />
|-<br />
|[[Mountain of Faith]]<br />
|[[Mountain of Faith/Music#Ending_theme|Ending theme]]<br />
|[[Mountain of Faith/Music#Ending_theme|Shrine at the Foot of the Mountain]]<br />
|0:40-0:42 '''&''' 1:22-1:24<br>0:52-0:54 ''(+3 other times)''<br />
|Short-lived<br>Modified<br />
|-<br />
|[[Subterranean Animism]]<br />
|[[Subterranean Animism/Music#Title_screen_theme|Title theme]]<br />
|[[Subterranean Animism/Music#Title_screen|Awakening of the Earth Spirits]]<br />
|0:01-1:16<br />
|Modified<br />
|-<br />
|[[Subterranean Animism]]<br />
|[[Subterranean Animism/Music#Ending_theme|Ending theme]]<br />
|[[Subterranean Animism/Music#Ending_theme|The Earth Spirits' Homecoming]]<br />
|0:00-0:06 ''(+3 other times)''<br>0:34-0:40 ''(+3 other times)''<br />
|Side melody<br>Modified<br />
|-<br />
|[[Undefined Fantastic Object]]<br />
|[[Undefined Fantastic Object/Music#Title_screen_theme|Title theme]]<br />
|[[Undefined Fantastic Object/Music#Title_screen|A Shadow in the Blue Sky]]<br />
|0:03-0:29<br>0:29-0:57<br />
|Side melody<br>Modified<br />
|-<br />
|[[Undefined Fantastic Object]]<br />
|[[Undefined Fantastic Object/Music#Ending_theme|Ending theme]]<br />
|[[Undefined Fantastic Object/Music#Ending_theme|Youkai Temple]]<br />
|0:00-0:12 '''&''' 0:21-0:36<br>0:41-0:48<br />
|Side melody<br>Modified<br />
|-<br />
|[[Ten Desires]]<br />
|[[Ten Desires/Music#Title_screen_theme|Title theme]]<br />
|[[Ten Desires/Music#Title_screen|Spirit of Avarice ]]<br />
|0:33-1:00<br />
|Main melody<br />
|-<br />
|[[Ten Desires]]<br />
|[[Ten Desires/Music#Stage_6_Boss_-Toyosatomimi_no_miko.27s_theme|Stage 6 boss]]<br />
|[[Ten Desires/Music#Stage_6_Boss_-Toyosatomimi_no_miko.27s_theme|Shoutoku Legend ~ True Administrator]]<br />
|0:00 - 0:33<br>1:00-1:02 ''(+1 other time)''<br>1:03-1:06 ''(+1 other time)''<br>1:12-1:40<br>2:26-End<br />
|Main Melody<br>Side Melody<br>Modified<br>Main Melody<br>Main Melody '''&''' Modified<br />
|-<br />
|[[Ten Desires]]<br />
|[[Ten Desires/Music#Ending_theme|Ending theme]]<br />
|[[Ten Desires/Music#Ending_theme|A New Wind at the Shrine]]<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|Main melody<br />
|-<br />
|[[Double Dealing Character]]<br />
|[[Double Dealing Character/Music#Title_screen_theme|Title theme]]<br />
|[[Double Dealing Character/Music#Title_screen|Mysterious Purification Rod]]<br />
|0:15-0:28<br>0:34-0:36<br>1:06-1:13 '''&''' 1:21-1:28<br />
|Modified<br>Short-lived<br>Main melody<br />
|-<br />
|[[Double Dealing Character]]<br />
|[[Double Dealing Character/Music#Stage_3_theme|Stage 3]]<br />
|[[Double Dealing Character/Music#Stage_3_theme|Bamboo Forest of the Full Moon]]<br />
|0:46-1:16 '''&''' 1:48-2:18<br />
|Main melody<br />
|-<br />
|[[Double Dealing Character]]<br />
|[[Double Dealing Character/Music#Stage_4_Boss_-_Benben_Tsukumo.27s_and_Yatsuhashi_Tsukumo.27s_theme|Stage 4 boss]]<br />
|[[Double Dealing Character/Music#Stage_4_Boss_-_Benben_Tsukumo.27s_and_Yatsuhashi_Tsukumo.27s_theme|Illusionary Joururi]]<br />
|1:15-1:18 ''(+3 other times)''<br />
|Main melody<br>Short-lived<br>Modified<br />
|-<br />
|[[Double Dealing Character]]<br />
|[[Double Dealing Character/Music#Stage_5_theme|Stage 5]]<br />
|[[Double Dealing Character/Music#Stage_5_theme|The Shining Needle Castle Sinking in the Air]]<br />
|0:01-0:37<br />
|Main melody<br>Modified<br />
|-<br />
|[[Double Dealing Character]]<br />
|[[Double Dealing Character/Music#Stage_6_theme|Stage 6]]<br />
|[[Double Dealing Character/Music#Stage_6_theme|The Exaggerated Castle Keep]]<br />
|0:00-0:23 ''(+1 other time)''<br>1:12-End<br />
|Modified<br>Side Melody<br />
|-<br />
|[[Double Dealing Character]]<br />
|[[Double Dealing Character/Music#Stage_6_Boss_-_Shinmyoumaru_Sukuna.27s_theme|Stage 6 boss]]<br />
|[[Double Dealing Character/Music#Stage_6_Boss_-_Sukuna_Shinmyoumaru.27s_theme|Inchlings of the Shining Needle ~ Needle Princess]]<br />
| (to fill)<br />
| (to fill)<br />
|-<br />
|[[Double Dealing Character]]<br />
|[[Double Dealing Character/Music#Ending_theme|Ending theme]]<br />
|[[Double Dealing Character/Music#Ending_theme|Magical Power of the Mallet]]<br />
|0:55-1:22<br />
|Side melody<br />
|-<br />
|[[Double Dealing Character]]<br />
|[[Double Dealing Character/Music#Staff_Roll_theme|Staff Roll]]<br />
|[[Double Dealing Character/Music#Staff_Roll_theme|Mysterious, Mysterious Tools]]<br />
|0:14 '''&''' 0:28<br>0:48-0:59<br />
|Short-lived<br>Main melody<br />
|-<br />
|[[Legacy of Lunatic Kingdom]]<br />
|[[Legacy of Lunatic Kingdom/Music#Title_screen_theme|Title theme]]<br />
|[[Legacy of Lunatic Kingdom/Music#Title_screen|The Space Shrine Maiden Appears]]<br />
|0:12-0:38 '''&''' 2:19-2:20<br>0:38-1:04 '''&''' 1:30-1:54<br />
|Main melody<br>Side melody<br />
|-<br />
|[[Legacy of Lunatic Kingdom]]<br />
|[[Legacy of Lunatic Kingdom/Music#Stage_4_theme|Stage 4]]<br />
|[[Legacy of Lunatic Kingdom/Music#Stage_4_theme|The Frozen Eternal Capital]]<br />
|0:46-1:06<br>1:42-1:46 ''(+3 other times)''<br>2:06-2:29<br />
|Modified<br>Side melody<br />
|-<br />
|[[Legacy of Lunatic Kingdom]]<br />
|[[Legacy of Lunatic Kingdom/Music#Stage_5_theme|Stage 5]]<br />
|[[Legacy of Lunatic Kingdom/Music#Stage_5_theme|Faraway Voyage of 380,000 Kilometers]]<br />
|0:03-0:04 ''(+7 other times)''<br />
|Short-lived<br />
|-<br />
|[[Legacy of Lunatic Kingdom]]<br />
|[[Legacy of Lunatic Kingdom/Music#Stage_6_Boss_-_Junko.27s_theme|Stage 6 boss]]<br />
|[[Legacy of Lunatic Kingdom/Music#Stage_6_Boss_-_Junko.27s_theme|Pure Furies ~ Whereabouts of the Heart]]<br />
|2:13-2:17 ''(+3 other times)''<br>3:31-3:32<br />
|Modified<br>Short-lived<br />
|-<br />
|[[Legacy of Lunatic Kingdom]]<br />
|[[Legacy of Lunatic Kingdom/Music#Ending_theme|Ending theme]]<br />
|[[Legacy of Lunatic Kingdom/Music#Ending_theme|The Moon as Seen from the Shrine]]<br />
|0:00-0:14<br />
|Main melody<br />
|-<br />
|[[Legacy of Lunatic Kingdom]]<br />
|[[Legacy of Lunatic Kingdom/Music#Staff_Roll_theme|Staff Roll]]<br />
|[[Legacy of Lunatic Kingdom/Music#Staff_Roll_theme|The Space Shrine Maiden Returns Home]]<br />
|0:00-0:25 '''&''' 0:50-0:51<br>0:51-1:16<br />
|Main melody<br>Side melody<br />
|-<br />
|[[Hidden Star in Four Seasons]]<br />
|[[Hidden Star in Four Seasons/Music#Title_screen_theme|Title theme]]<br />
|[[Hidden Star in Four Seasons/Music#Title_Screen|The Sky Where Cherry Blossoms Flutter Down]]<br />
|0:19-0:44<br>0:56-1:21<br />
|Side melody<br>Main melody<br />
|-<br />
|[[Hidden Star in Four Seasons]]<br />
|[[Hidden Star in Four Seasons/Music#Stage_6_boss_-_Okina_Matara.27s_first_theme|Stage 6 boss]]<br />
|[[Hidden Star in Four Seasons/Music#Stage_6_boss_-_Okina_Matara.27s_first_theme|The Concealed Four Seasons]]<br />
|0:00-0:11<br>1:09-1:19<br />
|Main melody<br>Main melody<br />
|-<br />
|[[Hidden Star in Four Seasons]]<br />
|[[Hidden Star in Four Seasons/Music#Ending_theme|Ending theme]]<br />
|[[Hidden Star in Four Seasons/Music#Ending_theme|Unnatural Nature]]<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|Main melody<br />
|-<br />
|[[Hidden Star in Four Seasons]]<br />
|[[Hidden Star in Four Seasons/Music#Staff_Roll_theme|Staff Roll]]<br />
|[[Hidden Star in Four Seasons/Music#Staff_Roll_theme|White Traveler]]<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|Side melody<br>Modified<br />
|-<br />
|[[Wily Beast and Weakest Creature]]<br />
|[[Wily Beast and Weakest Creature/Music#Title_screen_theme|Title theme]]<br />
|[[Wily Beast and Weakest Creature/Music#Title_Screen|Silent Beast Spirits]]<br />
|0:23-0:35<br>0:35-1:00<br />
|Main melody<br>Modified<br />
|-<br />
|[[Wily Beast and Weakest Creature]]<br />
|[[Wily Beast and Weakest Creature/Music#Stage_6_theme|Stage 6]]<br />
|[[Wily Beast and Weakest Creature/Music#Stage_6_theme|Electric Heritage]]<br />
|1:21-1:33<br>1:33-1:56<br />
|Main melody<br>Side melody<br />
|-<br />
|[[Wily Beast and Weakest Creature]]<br />
|[[Wily Beast and Weakest Creature/Music#Stage_6_boss_-_Keiki_Haniyasushin.27s_theme|Stage 6 boss]]<br />
|[[Wily Beast and Weakest Creature/Music#Stage_6_boss_-_Keiki_Haniyasushin.27s_theme|Entrust the World to Idols ~ Idolatrize World]]<br />
|1:31-1:42 '''&''' 3:13-3:24<br>3:10-3:12<br>3:25-3:46<br />
|Main melody<br>Side melody<br />
|-<br />
|[[Wily Beast and Weakest Creature]]<br />
|[[Wily Beast and Weakest Creature/Music#Ending_theme|Ending theme]]<br />
|[[Wily Beast and Weakest Creature/Music#Ending_theme|The Animals' Rest]]<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|Modified<br />
|-<br />
|[[Unconnected Marketeers]]<br />
|[[Unconnected Marketeers/Music#Title_screen_theme|Title theme]]<br />
|[[Unconnected Marketeers/Music#Title_Screen|A Rainbow Spanning Gensokyo]]<br />
|0:00-0:10 '''&''' 0:39-1:08<br>0:10-0:17 ''(+3 other times)''<br>1:36-1:38 '''&''' 1:41-1:43<br />
|Main melody<br>Side melody<br>Short-lived<br />
|-<br />
|[[Unconnected Marketeers]]<br />
|[[Unconnected_Marketeers/Music#Stage_3_Boss_-_Sannyo_Komakusa.27s_Theme|Stage 3 boss]]<br />
|[[Unconnected_Marketeers/Music#Stage_3_Boss_-_Sannyo_Komakusa.27s_Theme|Smoking Dragon]]<br />
|0:11-0:33 '''&''' 0:58-1:20<br />
|Modified<br />
|-<br />
|[[Unconnected Marketeers]]<br />
|[[Unconnected Marketeers/Music#Ending_Theme|Ending theme]]<br />
|[[Unconnected Marketeers/Music#Ending_Theme|The Sunday After the Storm]]<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|Main melody<br />
|-<br />
|[[Unfinished Dream of All Living Ghost]]<br />
|[[Unfinished Dream of All Living Ghost/Music#Title_screen_theme|Main Menu]]<br />
|[[Unfinished Dream of All Living Ghost/Music#Title_Screen|A Beast's Intelligence]]<br />
|(to fill)<br />
|(to fill)<br />
|}<br />
<br />
==Spin-offs==<br />
{| class="wikitable" style="text-align:center; width:100%; max-width:1200px;"<br />
! width="23%" | Game<br />
! width="10%" | Use<br />
! width="40%" | Song Title<br />
! width="17%" | Appearances<br />
! width="15%" | Presence<br />
|-<br />
|[[Shoot the Bullet]]<br />
|[[Shoot the Bullet/Music#Title_and_Menu_theme|Title theme]]<br />
|[[Shoot the Bullet/Music#Title_and_Menu_theme|Tengu's Notebook ~ Mysterious Note]]<br />
|0:03-1:27<br />
|Side melody<br />
|-<br />
|[[Shoot the Bullet]]<br />
|[[Shoot the Bullet/Music#Photo_theme_3|Photo 3]]<br />
|[[Shoot the Bullet/Music#Photo_theme_3|Sleepless Night of the Eastern Country]]<br />
|0:52-0:53<br>1:28-1:30<br />
|Short-lived<br>Main melody<br />
|-<br />
|[[Double Spoiler]]<br />
|[[Double Spoiler/Music#Title_and_Menu_Theme|Title theme]]<br />
|[[Double Spoiler/Music#Title_and_Menu_Theme|Newshound]]<br />
|0:05-0:38<br />
|Main melody<br />
|-<br />
|[[Fairy Wars]]<br />
|[[Fairy Wars/Music#Title_theme|Title theme]]<br />
|[[Fairy Wars/Music#Title_theme|An Ice Fairy in Spring]]<br />
|0:00-0:05 '''&''' 0:32-0:56<br>0:10-0:12 ''(+7 other times)''<br />
|Main melody<br>Short-lived<br />
|-<br />
|[[Fairy Wars]]<br />
|[[Fairy Wars/Music#Stage_1_theme|Stage 1]]<br />
|[[Fairy Wars/Music#Stage_1_theme|The Refrain of the Lovely Great War]]<br />
|0:31-0:32<br>0:39-0:40<br>1:24-1:25<br />
|Short-lived<br />
|-<br />
|[[Fairy Wars]]<br />
|[[Fairy Wars/Music#Stage_3_theme|Stage 3]]<br />
|[[Fairy Wars/Music#Stage_3_theme|A Midnight Fairy Dance]]<br />
|1:28-1:32 '''&''' 1:41-1:45<br />
|Main melody<br />
|-<br />
|[[Fairy Wars]]<br />
|[[Fairy Wars/Music#Ending_theme|Ending theme]]<br />
|[[Fairy Wars/Music#Ending_theme|An Ice Fairy in Spring - Still -]]<br />
|0:00-0:06 '''&''' 0:37-1:06<br>0:12-0:14 ''(+3 other times)''<br />
|Main melody<br>Short-lived<br />
|-<br />
|[[Hopeless Masquerade]]<br />
|[[Hopeless Masquerade/Music#Intro_theme|Intro theme]] <br />
|[[Hopeless Masquerade/Music#Intro_theme|This Dull World's Unchanging Pessimism]]<ref>not included in [[Hopeless Masquerade OST]] </ref> <br />
|style="background: #d4d4d4; color:white"|Full song <br />
|Side melody<br />
|-<br />
|[[Impossible Spell Card]]<br />
|[[Impossible Spell Card/Music#Title_and_Menu_Theme|Title theme]]<br />
|[[Impossible Spell Card/Music#Title_and_Menu_Theme|Raise the Flag of Cheating]]<br />
|0:01-0:38 '''&''' 0:51-1:17<br />
|Main melody<br />
|-<br />
|[[Violet Detector]]<br />
|[[Violet Detector/Music#Stage_Theme_2_-_Wrong_Week_theme|Wrong Week]]<br />
|[[Violet Detector/Music#Stage_Theme_2_-_Wrong_Week_theme|Lunatic Dreamer]]<br />
|0:42-0:45<br />
|Main melody<br />
|-<br />
|[[Violet Detector]]<br />
|[[Violet Detector/Music#Story_Theme_1|Story Theme 1]]<br />
|[[Violet Detector/Music#Story_Theme_1|"Old Adam" Bar]]<br />
|0:34-0:35 ''(+7 other times)''<br />
|Short-lived<br />
|-<br />
|[[100th Black Market]]<br />
|[[100th Black Market/Music#Title_Screen|Title Screen]]<br />
|[[100th Black Market/Music#Title_Screen|The Collector's Melancholy Afternoon]]<br />
|0:27-0:50 '''&''' 1:18-1:45<br>1:52-1:53<br />
|Main melody<br>Short-lived <br />
|}<br />
<br />
==Music Albums==<br />
{| class="wikitable" style="text-align:center; width:100%; max-width:1200px;"<br />
! width="23%" | Album<br />
! width="10%" | Index<br />
! width="40%" | Song Title<br />
! width="17%" | Appearances<br />
! width="15%" | Presence<br />
|-<br />
|[[Changeability of Strange Dream]]<br />
|[[Changeability of Strange Dream|#6]]<br />
|[[Changeability of Strange Dream|Retribution for the Eternal Night ~ Imperishable Night]]<br />
|0:04-0:37 '''&''' 1:34-2:07<br />
|Main melody<br />
|-<br />
|[[Immaterial and Missing Power OST]]<br />
|[[Immaterial and Missing Power OST#Night_Disc|#14]]<br />
|[[Immaterial and Missing Power OST#Night_Disc|Demystify Feast]]<br />
|2:04-2:06<br />
|Short-lived<br />
|-<br />
|[[Bohemian Archive in Japanese Red (CD)]]<br />
|[[Bohemian Archive in Japanese Red (CD)|#3]]<br />
|[[Bohemian Archive in Japanese Red (CD)|Flower Reflecting Mound ~ after Higan Retour]]<br />
|0:00-0:22 '''&''' 1:05-1:49<br>0:22-1:05 <br />
|Modified<br>Main melody<br />
|-<br />
|[[Retrospective 53 minutes]]<br />
|[[Retrospective 53 minutes|#3]]<br />
|[[Retrospective 53 minutes|Flight of a Bamboo Cutter ~ Lunatic Princess]]<br />
|0:17-0:28 '''&''' 2:27-2:39<br>1:24-1:25 ''(+3 other times)''<br>1:50-1:52 ''(+5 other times)''<br>4:53-4:54 ''(+3 other times)''<br />
|Main Melody<br>Short-lived<br>Modified<br>Side Melody<br />
|-<br />
|[[Retrospective 53 minutes]]<br />
|[[Retrospective 53 minutes|#10]]<br />
|[[Retrospective 53 minutes|Gensokyo Millennium ~ History of the Moon]]<br />
|0:12-0:21 '''&''' 1:25-1:35<br />
|Main melody<br />
|-<br />
|[[Akyu's Untouched Score vol.5]]<br />
|[[Akyu's Untouched Score vol.5|Bonus]]<br />
|[[Akyu's Untouched Score vol.5|'''Theme of Eastern Story''']]<br />
|style="background: #d4d4d4; color:white"|Full song<br />
|style="background: #d4d4d4; color:#cacaca"|(nothing but)<br />
|-<br />
|[[Magical Astronomy]]<br />
|[[Magical Astronomy|#3]]<br />
|[[Magical Astronomy|Sleepless Night of the Eastern Country]]<br />
|0:52-0:53<br>1:28-1:30<br />
|Short-lived<br>Main melody<br />
|-<br />
|[[Touhou Hisoutensoku OST]]<br />
|[[Touhou Hisoutensoku OST#Tracks|#1]]<br />
|[[Touhou Hisoutensoku OST#Tracks|Did You See That Shadow?]]<br />
|0:00-0:08<br />
|Side melody<br />
|-<br />
|[[Trojan Green Asteroid]]<br />
|[[Trojan Green Asteroid|#5]]<br />
|[[Trojan Green Asteroid|Ame-no-Torifune Shrine]]<br />
|0:41-0:42<br />
|Short-lived<br />
|-<br />
|[[Neo-traditionalism of Japan]]<br />
|[[Neo-traditionalism of Japan|#2]]<br />
|[[Neo-traditionalism of Japan|Led On by a Cow to Visit Zenkou Temple]]<br />
|0:11-0:31<br />
|Main melody<br />
|-<br />
|[[Neo-traditionalism of Japan]]<br />
|[[Neo-traditionalism of Japan|#4]]<br />
|[[Neo-traditionalism of Japan|Eastern Judgement in the Sixtieth Year ~ Fate of Sixty Years]]<br />
|0:00-0:56<br>1:22-1:59<br>2:25-2:39<br>3:04-3:41<br>4:31-end<br />
|Modified<br>Side melody<br />
|-<br />
|[[Hopeless Masquerade OST]]<br />
|[[Hopeless Masquerade OST#Disc_1|#1]]<br />
|[[Hopeless Masquerade OST#Disc_1|This Dull World's Unchanging Pessimism ~ Shinkirou Orchestra]]<br />
|0:00-0:41<br />
|Side melody<br />
|-<br />
|[[Hopeless Masquerade OST]]<br />
|[[Hopeless Masquerade OST#Disc_2|#2]]<br />
|[[Hopeless Masquerade OST#Disc_2|Performer Selection]]<br />
|0:01-1:12<br />
|Side melody<br />
|-<br />
|[[Hopeless Masquerade OST]]<br />
|[[Hopeless Masquerade OST#Disc_1|#13]]<br />
|[[Hopeless Masquerade OST#Disc_1|Today's Front-Page Headline]]<br />
|0:00-0:04<br />
|Main melody<br />
|-<br />
|[[Dr. Latency's Freak Report]]<br />
|[[Dr. Latency's Freak Report|#2]]<br />
|[[Dr. Latency's Freak Report|The Frozen Eternal Capital]]<br />
|0:46-1:06<br>1:44-2:06<br>2:07-2:29<br>2:53-3:15<br>3:16-end<br />
|Modified<br>Side-melody<br />
|-<br />
|[[Dr. Latency's Freak Report]]<br />
|[[Dr. Latency's Freak Report|#7]]<br />
|[[Dr. Latency's Freak Report|The Shining Needle Castle Sinking in the Air]]<br />
|0:01-0:37<br />
|Main melody<br>Modified<br />
|-<br />
|[[Dr. Latency's Freak Report]]<br />
|[[Dr. Latency's Freak Report|#10]]<br />
|[[Dr. Latency's Freak Report|Pure Furies ~ Whereabouts of the Heart]]<br />
|2:11-2:16 ''(+3 other times)''<br>3:32-3:33<br />
|Side melody<br>Short-lived<br />
|-<br />
|[[Dateless Bar "Old Adam"]]<br />
|[[Dateless Bar "Old Adam"|#1]]<br />
|[[Dateless Bar "Old Adam"|"Old Adam" Bar]]<br />
|0:34-0:35 ''(+7 other times)''<br>1:41-1:42''(+7other times)''<br>3:23-3:34<br />
|Short-lived<br>Modified<br />
|-<br />
|[[Antinomy of Common Flowers OST]]<br />
|[[Antinomy of Common Flowers OST#Arrange_Disc|#8]]<br />
|[[Antinomy of Common Flowers OST#Arrange_Disc|Yorimashi Between Dreams and Reality ~ Necro-Fantasia]]<br />
|0:04-0:06<br />
|Side melody<br>Short-lived<br />
|-<br />
|[[Touhou Gouyoku Ibun OST]]<br />
|[[Touhou Gouyoku Ibun OST#Disc_1|#1]]<br />
|[[Touhou Gouyoku Ibun OST#Disc_1|Submerged Hell of Sunken Sorrow]]<br />
|0:28-1:12<br />
|Side melody<br />
|}<br />
<br />
==Miscellaneous==<br />
This section list songs that were composed by [[ZUN]] that appeared on various media in which it features a Leitmotif of Theme of Eastern Story.<br />
{| class="wikitable" style="text-align:center; width:100%; max-width:1200px;"<br />
! width="23%" | Album/Game<br />
! width="10%" | Index/Use<br />
! width="40%" | Song Title<br />
! width="17%" | Appearances<br />
! width="15%" | Presence<br />
|-<br />
|[[Shuusou Gyoku]]<br />
|[[Shuusou_Gyoku/Music#Extra_Stage_Theme|Extra stage]]<br />
|[[Shuusou_Gyoku/Music#Extra_Stage_Theme|Silk Road Alice]]<br />
|0:04-0:09 '''&''' 2:00-2:06<br />
|Modified<br />
|-<br />
|[[Seasonal Dream Vision (CD)|Seasonal Dream Vision]]<br />
|[[Seasonal Dream Vision (CD)#Tracks|#13]]<br />
|[[Seasonal Dream Vision (CD)#Tracks|Eastern Judgement in the Sixtieth Year]]<br />
|0:00-0:55<br>1:20-1:57<br>2:23-2:36<br>2:47-3:01<br>3:01-3:37<br>4:27-End<br />
|Modified<br>Side Melody<br><br />
|-<br />
|[[8Bit Music Power Final]]<br />
|[[8Bit Music Power Final#Tracks|#12]]<br />
|[[8Bit Music Power Final#Tracks|Mysterious Shrine]]<br />
|0:11-0:41 '''&''' 1:00-1:30<br>1:31-1:46<br>1:46-2:00<br />
|Main Melody<br>Side Melody<br>Modified<br />
|-<br />
|[[Touhou Unreal Mahjong OST]]<br />
|[[Touhou Unreal Mahjong OST|#17]]<br />
|[[Touhou Unreal Mahjong OST|Curious old Shanghai tile]]<br />
|0:14-0:17 ''(+8 other times)''<br>1:37-1:47 '''&''' 2:03-2:13<br />
|Short-lived<br>Side Melody<br>Modified<br />
|}<br />
<br />
==Additional Information==<br />
*On March 31, 2014, [https://youtu.be/XbZHrGAtvFY Spaztique] discovered that the in-game pause sound used since [[Perfect Cherry Blossom]] was, in fact, this melody played at a very fast speed (as seen in [https://youtu.be/XbZHrGAtvFY this video]). It was also discovered independently on September 23, 2017 by Touhou music aficionado [https://www.youtube.com/channel/UC5NAstdwtl2UY158U9C-E9w Romantique Tp] (as seen in [https://twitter.com/Romantique_Tp/status/911623655083380737 this tweet]).<br />
<br />
==Notes==<br />
<references/><br />
<br><br />
<br />
[[Category:Official Music]]<br />
[[fr:Theme of Eastern Story]]<br />
[[ru:Theme of Eastern Story]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Unfinished_Dream_of_All_Living_Ghost/Ability_Cards&diff=467638Unfinished Dream of All Living Ghost/Ability Cards2023-06-08T02:32:31Z<p>TheGuy: fixed erroneous swap</p>
<hr />
<div>A list of all Ability Cards within ''[[Unfinished Dream of All Living Ghost]]''.<br />
<br />
{{DialogTable/Header}}<br />
{{DialogTable<br />
| char = [[File:NARUMI max 185.png|128px|Physical Enhancement Jizo]] <br />
| ja ='''肉体強化地蔵'''<br><br />
対動物霊攻撃力UP<br><br />
ショットの攻撃力を上げる矢田寺成美の能力<br />
| en ='''Physical Enhancement Jizo'''<br><br />
Increased damage to animal spirits.<br><br />
[[Narumi Yatadera]]'s ability to increase your shot power.<br />
}}<br />
{{DialogTable<br />
| char = [[File:REIMU_OP_max.png|128px|Yin Yang Orb]] <br />
| ja ='''陰陽玉'''<br><br />
追加ホーミングショット<br><br />
ホーミングショットを撃つ博麗霊夢の能力<br />
| en ='''[[Yin-Yang Orb]]'''<br><br />
Additional homing shots.<br><br />
[[Reimu Hakurei]]'s ability to shoot homing bullets at enemies.<br />
}}<br />
{{DialogTable<br />
| char = [[File:REIMU2_max.png|128px|Appreciated Talisman]] <br />
| ja ='''ありがたい御札'''<br><br />
極小当たり判定<br><br />
当たり判定が小さくなる博麗霊夢の能力<br />
| en ='''Appreciated Talisman'''<br><br />
Super small hitbox.<br><br />
[[Reimu Hakurei]]'s ability to make your hitbox smaller.<br />
}}<br />
{{DialogTable<br />
| char = [[File:MARISA OP max.png|128px|Mini-Hakkero]] <br />
| ja ='''ミニ八卦炉'''<br><br />
追加レーザー<br><br />
レーザーを撃つ霧雨魔理沙の能力<br />
| en ='''[[Mini-Hakkero]]'''<br><br />
Additional laser.<br><br />
[[Marisa Kirisame]]'s ability to shoot a laser.<br />
}}<br />
{{DialogTable<br />
| char = [[File:MARISA2_max.png|128px|Hoarder's Advice]]<br />
| ja ='''蒐集家の教訓'''<br><br />
広範囲アイテム回収<br><br />
霊力アイテムの回収範囲が広がる霧雨魔理沙の能力<br />
| en ='''Hoarder's Advice'''<br><br />
Wide item collection radius.<br><br />
[[Marisa Kirisame]]'s ability to increase the spirit power item collection radius.<br />
}}<br />
{{DialogTable<br />
| char = [[File:AUN1_max.png|128px|Unleash the Guardian Hounds]]<br />
| ja ='''けしかける狛犬'''<br><br />
チャージ速度UP<br><br />
チャージ速度が上がる高麗野あうんの能力<br />
| en ='''Unleash the Guardian Hounds'''<ref>"{{lang|ja|けしかける狛犬}}" (lit. "komainu that encourages/goads/sets loose"): Likely a play on "{{lang|ja|犬をけしかける}}" ("to set a dog loose upon someone") and "{{lang|ja|消しかける}}" ("about to vanish") ― i.e, making the cooldown so short that it seems like its about to vanish.</ref><br><br />
Increase charge speed.<br><br />
[[Aunn Komano]]'s ability to increase your charge speed.<br />
}}<br />
{{DialogTable<br />
| char = [[File:Aunn max 185.png|128px|Guardian Komainu]]<br />
| ja ='''見守る狛犬'''<br><br />
オーラの範囲UP<br><br />
除霊オーラの範囲が広がる高麗野あうんの能力<br />
| en ='''Guardian Komainu'''<br><br />
Increase aura size.<br><br />
[[Aunn Komano]]'s ability to increase your exorcism aura size.<br />
}}<br />
{{DialogTable<br />
| char = [[File:PENDULUM_max.png|128px|Pendulum]]<br />
| ja ='''ペンデュラム'''<br><br />
霊撃が二つ増える<br><br />
霊撃使用回数が二つ増えるナズーリンの能力<br />
| en ='''Pendulum'''<br><br />
Increase number of spirit strikes by two.<br><br />
[[Nazrin]]'s ability to increase the number of spirit strikes by two<br />
}}<br />
{{DialogTable<br />
| char = [[File:nazurin1_max.png|128px|Nazrin Rods]]<br />
| ja ='''ナズーリンロッド'''<br><br />
霊撃の効果時間が長くなる<br><br />
霊撃の効果時間が長くなるナズーリンの能力<br />
| en ='''Nazrin Rods'''<br><br />
Spirit strikes last longer.<br><br />
[[Nazrin]]'s ability to make spirit strikes last longer.<br />
}}<br />
{{DialogTable<br />
| char = [[File:Seiran max.png|128px|The Rabbit That Landed]]<br />
| ja ='''舞い降りた月の兎'''<br><br />
ミサイル援護攻撃 TypeS<br><br />
背後から集中援護射撃をする清蘭の能力<br />
| en ='''The Moon Rabbit That Landed'''<br><br />
Missile backup attack: Type C.<br><br />
[[Seiran]]'s ability to provide concentrated support fire from behind.<br />
}}<br />
{{DialogTable<br />
| char = [[File:SEIRAN2 max.png|128px|The Moon Rabbit That Landed]]<br />
| ja ='''舞い降りた都会の兎'''<br><br />
ミサイル援護攻撃 TypeW<br><br />
背後から広範囲援護射撃をする清蘭の能力<br />
| en ='''The City Rabbit That Landed'''<br><br />
Missile backup attack: Type W.<br><br />
[[Seiran]]'s ability to provide wide-area support fire from behind.<br />
}}<br />
{{DialogTable/Footer}}<br />
<br />
==See Also==<br />
*[[100th Black Market/Ability Cards]]<br />
*[[Unconnected Marketeers/Ability Cards]]<br />
<br />
==Notes==<br />
{{smallrefs}}<br />
<br />
{{Navbox UDoALG}}<br />
[[Category:Unfinished Dream of All Living Ghost]]<br />
[[Category:Translations]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Unconnected_Marketeers/Gameplay&diff=466998Unconnected Marketeers/Gameplay2023-05-18T22:35:20Z<p>TheGuy: sorry I went too fast</p>
<hr />
<div>{{stub}}<br />
This article describes the overall gameplay and background information for ''[[Unconnected Marketeers]]''.<br><br />
For general or level-specific strategy, see [[/Strategy|here]].<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] (presuming you have bombs left);<br />
*'''{{Key|Shift}}''' slows the character's movement and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|C}}''' activates the currently selected Active Card;<br />
*'''{{Key|D}}''' cycles through your Active Cards;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
===Basic Gameplay===<br />
''[[Unconnected Marketeers]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually "[[Spell Card]]s") with distinctive visual styles and behaviors that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained with certain Ability Cards. <br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is possible. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a white dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained with certain Ability Cards.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you collect a life fragment while you have the maximum number of lives, the life fragment will be added as a bomb fragment.<br />
<br />
When you lose a life, you also lose 1.00 power (0.07 is scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time. You will also lose 1/3 of your current funds (up to 100).<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off at full power. However, if you do continue, your current score will be reset back to 0 plus the number of times you have continued, and your bomb and life fragments will be reset to 0. You can no longer save a replay, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically incrementally stronger versions of the boss character's basic attack (usually first seen during the midboss section). 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, using a bomb, or activating certain Ability Cards, a substantial score bonus is rewarded for the feat.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Ability Cards===<br />
{{main|Unconnected Marketeers/Ability Cards}}<br />
<br />
Ability Cards are the main gimmick of Unconnected Marketeers. There are four types of Ability Cards:<br />
<br />
* '''Item Cards''': These grant the player resources. Enemies can also drop these.<br />
* '''Equipment Cards''': These add options to upgrade the player's shot or help erase bullets.<br />
* '''Passive Cards''': These give benefits to the player without needing to be activated.<br />
* '''Active Cards''': These clear bullets or give other benefits to the player by pressing C. Each one has a cooldown. If the player has multiple Active Cards, they can select which to use by pressing D.<br />
<br />
The player can choose to start the game with any card that they've previously obtained (barring Item Cards and the ''Blank Card'').<br><br />
Upon clearing the main game, the number of available starting card slots increases to two and Chimata's ability card, the ''[[Unconnected_Marketeers/Ability_Cards#Passive_Cards|Blank Card]]'', is unlocked.<br><br />
Upon clearing the main game after buying the ''Blank Card'' in the Stage 5 shop, this number increases to its maximum of three.<br />
<br />
In addition, after each boss, and before the Extra boss, the player has the option of buying an Ability Card. The cards available are as follows:<br />
* Three random Ability Cards that the player does not yet have (four with ''Lucky Cat with Good Business Skills'')<br />
* '''Blank Card''' (if unlocked): Removes all currently held cards, but grants you every non-item card that appears in the following shop. Free.<br />
* '''Life Card''': Grants an extra life. Cost: 80.<br />
* '''Spell Card''': Grants an extra bomb. Free.<br />
* '''Money Comes and Goes On its Own''': Grants 50 money. Free.<br />
* '''Ringo-Brand Dumplings''': Grants 0.50 Power. Free.<br />
* The boss' signature Ability Card(s).<br />
<br />
As expected, buying an Ability Card decreases the player's funds. If the player doesn't have sufficient funds to buy a card, they may also pay using their Power: 0.01 Power translates to 1 unit of money, but you can't go below 1.00 Power.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Unconnected Marketeers Translation}}<br />
There are four characters to choose from in the game, each with a unique shot and bomb.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! !! Unfocused Shot !! Focused Shot !! Bomb<br />
|-<br />
![[Reimu Hakurei]]<br />
|Homing amulets shot out in a spread.<br />
|Needles fired straight ahead.<br />
|Large orbs which fly around and home in on enemies.<br />
|-<br />
![[Marisa Kirisame]]<br />
|Lasers shot straight forward, and in a narrow spread at 3.00+ power.<br />
|Slow, straight-moving missiles with a blast radius.<br />
|A massive front-facing laser. Marisa's movement is greatly slowed while firing it.<br />
|-<br />
![[Sakuya Izayoi]]<br />
|Knives which can be aimed by moving. Moving left and right changes the angle, moving down increases spread, and moving up decreases spread. Staying still will bring the knives back to the default angle.<br />
|Locks the knives' angle.<br />
|Stops all bullets on screen, then clears them (except lasers), while damaging every enemy.<br />
|-<br />
![[Sanae Kochiya]]<br />
|Frogs with a blast radius fired in a spread.<br />
|Snakes fired forward which home in on enemies horizontally.<br />
|A delayed explosion that covers the entire screen.<br />
|}<br />
<br />
===Screen Layout===<br />
<br />
<br />
===Unlockable Features===<br />
* Stage Practice: This feature allows a shottype to practice a stage that they have reached in a full game run. You begin with 9 lives and full power. If you lose all your lives, you can't continue.<br />
* Extra Stage: By beating the game on any difficulty with a certain shottype, the Extra Stage is unlocked for said shottype.<br />
<br />
===Full Unlock Code===<br />
To unlock all unlockable content at once, navigate to to the Achievement screen, select number 13 and type out '''mastersdream'''. If done correctly, the 1up sound effect will play and the practice mode stages as well as the Extra Stage will be unlocked for all shottypes.<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below. Enemies will also drop more items if they are destroyed quickly.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. You can only graze a bullet once, so you won't gain any additional graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional graze.<br />
<br />
Grazing in ''[[Unconnected Marketeers]]'' has no effect on score.<br />
<br />
===Money Items===<br />
In addition to increasing the player's funds, money items are the major source of points in the game. The higher up on the screen you collect them, the more points they're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll show the value in ''yellow'' text. The point of collection is the ''same'' height as the height where point items reach their maximum value, so take advantage of this fact whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The maximum point value of money items is 1,000 times the player's current funds (or 500 times the player's current funds in Easy mode), up to a certain value based on the current difficulty:<br />
{| style="border-collapse: collapse;" border=1 width=180<br />
|- align=center<br />
| Easy || 200,000<br />
|- align=center<br />
| Normal || 500,000<br />
|- align=center<br />
| Hard || 700,000<br />
|- align=center<br />
| Lunatic || 1,000,000<br />
|- align=center<br />
| Extra || 500,000<br />
|}<br />
The maximum point value of money items will always be at least 10,000, regardless of the player's current funds.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power will grant points like Money Items instead.<br />
<br />
===Green Point Items===<br />
Green point items are released when bullets are cleared with bombs, by defeating a boss phase, or by using certain Ability Cards. Their value is equal to the player's current funds, rounded down to the nearest 10.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll know this is happening when the background changes (except for the Extra stage midboss) and the spell card's name appears in the upper right corner of the screen. If the boss's [[health bar]] is depleted within the time limit and without getting hit, using a bomb or using the Underground Sun card, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|}<br />
<br />
===Clear Bonus===<br />
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
{{stub|section}}<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay. <br />
<br />
Glitches reported only in the trial versions:<br />
*'''Shoplifting''': After purchasing an item from a shop at the end of a stage, the game can be paused and then unpaused to cause to open the shop again, allowing for indefinite purchases. Combined with the [[Unconnected Marketeers/Ability Cards#Item Cards|money card]], this allows for infinite money and thus infinite purchases of any card. Fixed as of v0.02a. [https://www.youtube.com/watch?v=AGCX-JPRFmU Video of this glitch].<br />
**'''Card stacking''': By performing the Shoplifting glitch, it is possible to obtain multiple copies of the same equipment card, passive card or active card. If you purchase around 100 or more of the same card, this may cause the game to crash.<br />
*'''Byakuren card desync''': [[Byakuren Hijiri]]'s card, Sutra of Dharmatic Power, can desync replays if used, no matter if it is equipped from the start or purchased mid-run, as the decreased card cooldown fails to carry over across stages.<br />
*'''Kanako card desync''': [[Kanako Yasaka]]'s card, Offerings to a Sacred Mountain, can desync replays if used. This happens because the lowered [[point of collection]] line is not carried over across stages.<br />
*'''Sannyo death glitch''': Sometimes, Sannyo's nonspells will spawn on top of the player character, killing her instantly. This is caused by the angle of the pattern being an uninitialized variable, which leads to undefined behavior. [https://www.youtube.com/watch?v=WrWY4ZgotjI Video of this glitch].<br />
*'''Sakuya Youmu''': If the player uses Sakuya and saves a replay, Sakuya's name will show as Youmu instead.<br />
<br />
Glitches reported in the full version:<br />
*'''Centipede desyncs''': [[Momoyo Himemushi]]'s card, Gluttonous Centipede, can desync replays if equipped from the start as the increased power fails to carry over across stages. This can also happen if it is purchased on a stage prior to Stage 5 and a next stage is entered with its value higher than 1000. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Card switch desync''': The player can press D to switch cards after clearing a stage, before the next stage begins. If this is done in a full game run, it will desync the stage that comes directly after the switch. Replays affected by this glitch can be viewed normally and even fixed permanently through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''UFO/Magatama desync''': A replay started from a stage, in which the player has either the Annoying UFO or Ancient Magatama card equipped, will desync. This can be avoided by starting from an earlier stage.<br />
*'''Music skip glitch''': While watching replays and skipping, the music will also attempt to skip ahead so that the replay and music are always synced (this is intended). However, skipping during the Extra Stage can cause the music to stop playing for a moment, after which [[Mountain of Faith/Music#Score_theme|Player's Score]] will play.<br />
*'''Practice empty bomb stock''': In Practice mode after starting the game, the player will start without any bombs. This can be prevented by starting a full game run first.<br />
*'''Card disappearance bug''': If the player restarts a run through the pause menu, any previously bought cards will no longer appear in any shop. This can be fixed by quitting to the menu.<br />
*'''Blank card bug''': If the player restarts their run after buying a Blank Card, all of the player's starting cards will disappear. This is fixed by returning to the title screen.<br />
*'''Aya invincibility exploit''': Using [[Aya Shameimaru]]'s card, Gale Geta, it is possible to stay invincible indefinitely by rapidly inputting movement, at a rate of around 30 Hertz. [https://www.youtube.com/watch?v=EnwpQH8yVxk Video of this glitch].<br />
*'''Remilia extended hitbox''': Using [[Remilia Scarlet]]'s card, Vampire Fang, is used during Sakuya's bomb, it hits the boss regardless of where on the screen it is used. This does not work if [[Byakuren Hijiri]]'s card is also equipped, as it affects the bomb.<br />
*'''Elixir midboss death glitch''': The Death Avoidance Elixir card does not work if you get hit by a midboss entering the screen; the player will still die.<br />
*'''Spell Practice timeout crash''': The game crashes if the [[Chimata Tenkyuu]]'s final Spell Card is timed out in Spell Practice mode.<br />
*'''Lily White death crash''': If [[Lily White]] is summoned right when a boss is defeated and the player proceeds to get hit after defeating the boss, the game will crash.<br />
*'''Extra card display bug''': In a replay of the Extra Stage boss fight, the active card will appear to never recharge; it will always have a black border. This is merely a display issue; the card is in fact being recharged.<br />
*'''Spell Practice health error''': [[Tsukasa Kudamaki]]'s first Spell Card in the Extra Stage has almost twice as much health in Spell Practice compared to a full game run.<br />
*'''Byakuren cooldown bug''': In Extra mode, if the player buys Byakuren's card in the shop, the decreased cooldown of the active card does not apply. Its effect of strengthening the player's bomb, however, still applies. If the card is equipped from the beginning, replays will usually desync once the Momoyo boss fight starts. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Maid Knife glitch''': With the Maid Knife card equipped, if the player has another equipment card, the knives will fire from the equipment card options instead of the original ones. In the case of multiple equipment cards, the leftmost one will have the knives fire from its options.<br />
*'''Saki/Momoyo oversight''': If the player has both [[Saki Kurokoma]]'s card, Law of the Survival of the Fittest, as well as Momoyo's Centipede card equipped, the increased power from Saki's card will override that of Momoyo's card, rendering the latter useless.<br />
*'''Hat/Tanuki oversight''': If the player has both the Pebble Hat and Reliable Tanuki Apprentice cards equipped, only the rightmost one on the screen will have its intended effect of reducing power loss.<br />
<br />
The following apply to multiple games, including ''Unconnected Marketeers'':<br />
*'''Wrong play time''': The play time information in Player Score is inconsistent and usually does not reflect the real in-game playtime, being much shorter than it should be.<br />
*'''Sprintf buffer overflow''': When practicing in Spell Practice, the last image from before a restart may sometimes form an afterimage which stays on the screen. From this point on, any further restart will "update" the afterimage, but will not clear it. This glitch can only end by returning to the title screen.<br />
<br />
{{Navbox UM}}<br />
<br />
[[Category:Unconnected Marketeers]]<br />
[[Category:Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Unconnected_Marketeers/Gameplay&diff=466997Unconnected Marketeers/Gameplay2023-05-18T22:32:26Z<p>TheGuy: </p>
<hr />
<div>{{stub}}<br />
This article describes the overall gameplay and background information for ''[[Unconnected Marketeers]]''.<br><br />
For general or level-specific strategy, see [[/Strategy|here]].<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] (presuming you have bombs left);<br />
*'''{{Key|Shift}}''' slows the character's movement and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|C}}''' activates the currently selected Active Card;<br />
*'''{{Key|D}}''' cycles through your Active Cards;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
===Basic Gameplay===<br />
''[[Unconnected Marketeers]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually "[[Spell Card]]s") with distinctive visual styles and behaviors that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained with certain Ability Cards. <br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is possible. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a white dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained with certain Ability Cards.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you collect a life fragment while you have the maximum number of lives, the life fragment will be added as a bomb fragment.<br />
<br />
When you lose a life, you also lose 1.00 power (0.07 is scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time. You will also lose 1/3 of your current funds (up to 100).<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off at full power. However, if you do continue, your current score will be reset back to 0 plus the number of times you have continued, and your bomb and life fragments will be reset to 0. You can no longer save a replay, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically incrementally stronger versions of the boss character's basic attack (usually first seen during the midboss section). 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, using a bomb, or activating certain Ability Cards, a substantial score bonus is rewarded for the feat.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Ability Cards===<br />
{{main|Unconnected Marketeers/Ability Cards}}<br />
<br />
Ability Cards are the main gimmick of Unconnected Marketeers. There are four types of Ability Cards:<br />
<br />
* '''Item Cards''': These grant the player resources. Enemies can also drop these.<br />
* '''Equipment Cards''': These add options to upgrade the player's shot or help erase bullets.<br />
* '''Passive Cards''': These give benefits to the player without needing to be activated.<br />
* '''Active Cards''': These clear bullets or give other benefits to the player by pressing C. Each one has a cooldown. If the player has multiple Active Cards, they can select which to use by pressing D.<br />
<br />
The player can choose to start the game with any card that they've previously obtained (barring Item Cards and the ''Blank Card'').<br><br />
Upon clearing the main game, the number of available starting card slots increases to two and Chimata's ability card, the ''[[Unconnected_Marketeers/Ability_Cards#Passive_Cards|Blank Card]]'', is unlocked.<br><br />
Upon clearing the main game after buying the ''Blank Card'' in the Stage 5 shop, this number increases to its maximum of three.<br />
<br />
In addition, after each boss, and before the Extra boss, the player has the option of buying an Ability Card. The cards available are as follows:<br />
* Three random Ability Cards that the player does not yet have (four with ''Lucky Cat with Good Business Skills'')<br />
* '''Blank Card''' (if unlocked): Removes all currently held cards, but grants you every non-item card that appears in the following shop. Free.<br />
* '''Life Card''': Grants an extra life. Cost: 80.<br />
* '''Spell Card''': Grants an extra bomb. Free.<br />
* '''Money Comes and Goes On its Own''': Grants 50 money. Free.<br />
* '''Ringo-Brand Dumplings''': Grants 0.50 Power. Free.<br />
* The boss' signature Ability Card(s).<br />
<br />
As expected, buying an Ability Card decreases the player's funds. If the player doesn't have sufficient funds to buy a card, they may also pay using their Power: 0.01 Power translates to 1 unit of money, but you can't go below 1.00 Power.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Unconnected Marketeers Translation}}<br />
There are four characters to choose from in the game, each with a unique shot and bomb.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! !! Unfocused Shot !! Focused Shot !! Bomb<br />
|-<br />
![[Reimu Hakurei]]<br />
|Homing amulets shot out in a spread.<br />
|Needles fired straight ahead.<br />
|Large orbs which fly around and home in on enemies.<br />
|-<br />
![[Marisa Kirisame]]<br />
|Lasers shot straight forward, and in a narrow spread at 3.00+ power.<br />
|Slow, straight-moving missiles with a blast radius.<br />
|A massive front-facing laser. Marisa's movement is greatly slowed while firing it.<br />
|-<br />
![[Sakuya Izayoi]]<br />
|Knives which can be aimed by moving. Moving left and right changes the angle, moving down increases spread, and moving up decreases spread. Staying still will bring the knives back to the default angle.<br />
|Locks the knives' angle.<br />
|Stops all bullets on screen, then clears them (except lasers), while damaging every enemy.<br />
|-<br />
![[Sanae Kochiya]]<br />
|Frogs with a blast radius fired in a spread.<br />
|Snakes fired forward which home in on enemies horizontally.<br />
|A delayed explosion that covers the entire screen.<br />
|}<br />
<br />
===Screen Layout===<br />
<br />
<br />
===Unlockable Features===<br />
* Stage Practice: This feature allows a shottype to practice a stage that they have reached in a full game run. You begin with 9 lives and full power. If you lose all your lives, you can't continue.<br />
* Extra Stage: By beating the game on any difficulty with a certain shottype, the Extra Stage is unlocked for said shottype.<br />
<br />
===Full Unlock Code===<br />
To unlock all unlockable content at once, navigate to to the Achievement screen, select number 13 and type out '''mastersdream'''. If done correctly, the 1up sound effect will play and the practice mode stages as well as the Extra Stage will be unlocked for all shottypes.<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below. Enemies will also drop more items if they are destroyed quickly.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. You can only graze a bullet once, so you won't gain any additional graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional graze.<br />
<br />
Grazing in ''[[Unconnected Marketeers]]'' has no effect on score.<br />
<br />
===Money Items===<br />
In addition to increasing the player's funds, money items are the major source of points in the game. The higher up on the screen you collect them, the more points they're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll show the value in ''yellow'' text. The point of collection is the ''same'' height as the height where point items reach their maximum value, so take advantage of this fact whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The maximum point value of money items is 1,000 times the player's current funds (or 500 times the player's current funds in Easy mode), up to a certain value based on the current difficulty:<br />
{| style="border-collapse: collapse;" border=1 width=180<br />
|- align=center<br />
| Easy || 200,000<br />
|- align=center<br />
| Normal || 500,000<br />
|- align=center<br />
| Hard || 700,000<br />
|- align=center<br />
| Lunatic || 1,000,000<br />
|- align=center<br />
| Extra || 500,000<br />
|}<br />
The maximum point value of money items will always be at least 10,000, regardless of the player's current funds.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power will grant points like Money Items instead.<br />
<br />
===Green Point Items===<br />
Green point items are released when bullets are cleared with bombs, by defeating a boss phase, or by using certain Ability Cards. Their value is equal to the player's current funds, rounded down to the nearest 10.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll know this is happening when the background changes (except for the Extra stage midboss) and the spell card's name appears in the upper right corner of the screen. If the boss's [[health bar]] is depleted within the time limit and without getting hit, using a bomb or using the Underground Sun card, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|}<br />
<br />
===Clear Bonus===<br />
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
{{stub|section}}<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay. <br />
<br />
Glitches reported only in the trial versions:<br />
*'''Shoplifting''': After purchasing an item from a shop at the end of a stage, the game can be paused and then unpaused to cause to open the shop again, allowing for indefinite purchases. Combined with the [[Unconnected Marketeers/Ability Cards#Item Cards|money card]], this allows for infinite money and thus infinite purchases of any card. Fixed as of v0.02a. [https://www.youtube.com/watch?v=AGCX-JPRFmU Video of this glitch].<br />
**'''Card stacking''': By performing the Shoplifting glitch, it is possible to obtain multiple copies of the same equipment card, passive card or active card. If you purchase around 100 or more of the same card, this may cause the game to crash.<br />
*'''Byakuren card desync''': [[Byakuren Hijiri]]'s card, Sutra of Dharmatic Power, can desync replays if used, no matter if it is equipped from the start or purchased mid-run, as the decreased card cooldown fails to carry over across stages.<br />
*'''Kanako card desync''': [[Kanako Yasaka]]'s card, Offerings to a Sacred Mountain, can desync replays if used. This happens because the lowered [[point of collection]] line is not carried over across stages.<br />
*'''Sannyo death glitch''': Sometimes, Sannyo's nonspells will spawn on top of the player character, killing her instantly. This is caused by the angle of the pattern being an uninitialized variable, which leads to undefined behavior. [https://www.youtube.com/watch?v=WrWY4ZgotjI Video of this glitch].<br />
*'''Sakuya Youmu''': If the player uses Sakuya and saves a replay, Sakuya's name will show as Youmu instead.<br />
<br />
Glitches reported in the full version:<br />
*'''Centipede desyncs''': [[Momoyo Himemushi]]'s card, Gluttonous Centipede, can desync replays if equipped from the start as the increased power fails to carry over across stages. This can also happen if it is purchased on a stage prior to Stage 5 and a next stage is entered with its value higher than 1000. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Card switch desync''': The player can press D to switch cards after clearing a stage, before the next stage begins. If this is done in a full game run, it will desync the stage that comes directly after the switch. Replays affected by this glitch can be viewed normally and even fixed permanently through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''UFO/Magatama desync''': A replay started from a stage, in which the player has either the Annoying UFO or Ancient Magatama card equipped, will desync. This can be avoided by starting from an earlier stage.<br />
*'''Music skip glitch''': While watching replays and skipping, the music will also attempt to skip ahead so that the replay and music are always synced (this is intended). However, skipping during the Extra Stage can cause the music to stop playing for a moment, after which [[Mountain of Faith/Music#Score_theme|Player's Score]] will play.<br />
*'''Practice empty bomb stock''': In Practice mode after starting the game, the player will start without any bombs. This can be prevented by starting a full game run first.<br />
*'''Card disappearance bug''': If the player restarts a run through the pause menu, any previously bought cards will no longer appear in any shop. This can be fixed by quitting to the menu.<br />
*'''Blank card bug''': If the player restarts their run after buying a Blank Card, all of the player's starting cards will disappear. This is fixed by returning to the title screen.<br />
*'''Aya invincibility exploit''': Using [[Aya Shameimaru]]'s card, Gale Geta, it is possible to stay invincible indefinitely by rapidly inputting movement, at a rate of around 30 Hertz. [https://www.youtube.com/watch?v=EnwpQH8yVxk Video of this glitch].<br />
*'''Remilia extended hitbox''': Using [[Remilia Scarlet]]'s card, Vampire Fang, is used during Sakuya's bomb, it hits the boss regardless of where on the screen it is used. This does not work if [[Byakuren Hijiri]]'s card is also equipped, as it affects the bomb.<br />
*'''Elixir midboss death glitch''': The Death Avoidance Elixir card does not work if you get hit by a midboss entering the screen; the player will still die.<br />
*'''Spell Practice timeout crash''': The game crashes if the [[Chimata Tenkyuu]]'s final Spell Card is timed out in Spell Practice mode.<br />
*'''Lily White death crash''': If [[Lily White]] is summoned right when a boss is defeated and the player proceeds to get hit after defeating the boss, the game will crash.<br />
*'''Extra card display bug''': In a replay of the Extra Stage boss fight, the active card will appear to never recharge; it will always have a black border. This is merely a display issue; the card is in fact being recharged.<br />
*'''Spell Practice health error''': [[Tsukasa Kudamaki]]'s first Spell Card in the Extra Stage has almost twice as much health in Spell Practice compared to a full game run.<br />
*'''Byakuren cooldown bug''': In Extra mode, if the player buys Byakuren's card in the shop, the decreased cooldown of the active card does not apply. Its effect of strengthening the player's bomb, however, still applies. If the card is equipped from the beginning, replays will usually desync once the Momoyo boss fight starts. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Maid Knife glitch''': With the Maid Knife card equipped, if the player has another equipment card, the knives will fire from the equipment card options instead of the original ones. In the case of multiple equipment cards, the leftmost one will have the knives fire from its options.<br />
*'''Saki/Momoyo oversight''': If the player has both [[Saki Kurokoma]]'s card, Law of the Survival of the Fittest, as well as Momoyo's Centipede card equipped, the increased power from Saki's card will override that of Momoyo's card, rendering the latter useless.<br />
*'''Hat/Tanuki oversight''': If the player has both the Pebble Hat and Reliable Tanuki Apprentice cards equipped, only the rightmost one on the screen will have its intended effect of reducing power loss.<br />
<br />
The following apply to multiple games, including ''Unconnected Marketeers'':<br />
*'''Wrong play time''': The play time information in Player Score is inconsistent and usually does not reflect the real in-game playtime, being much shorter than it should be.<br />
*'''Sprintf buffer overflow''': When replayed multiple times, images from one replay form an afterimage in the following replay. This will continue to darken the screen (due to the Spell Card backgrounds stacking) until new replays become imperceptible, all whilst lagging the game. The afterimages can still be seen after quitting the replay, during the loading screen.<br />
<br />
{{Navbox UM}}<br />
<br />
[[Category:Unconnected Marketeers]]<br />
[[Category:Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Unconnected_Marketeers/Gameplay&diff=466996Unconnected Marketeers/Gameplay2023-05-18T22:32:18Z<p>TheGuy: </p>
<hr />
<div>{{stub}}<br />
This article describes the overall gameplay and background information for ''[[Unconnected Marketeers]]''.<br><br />
For general or level-specific strategy, see [[/Strategy|here]].<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] (presuming you have bombs left);<br />
*'''{{Key|Shift}}''' slows the character's movement and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|C}}''' activates the currently selected Active Card;<br />
*'''{{Key|D}}''' cycles through your Active Cards;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
===Basic Gameplay===<br />
''[[Unconnected Marketeers]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually "[[Spell Card]]s") with distinctive visual styles and behaviors that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained with certain Ability Cards. <br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is possible. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a white dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained with certain Ability Cards.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you collect a life fragment while you have the maximum number of lives, the life fragment will be added as a bomb fragment.<br />
<br />
When you lose a life, you also lose 1.00 power (0.07 is scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time. You will also lose 1/3 of your current funds (up to 100).<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off at full power. However, if you do continue, your current score will be reset back to 0 plus the number of times you have continued, and your bomb and life fragments will be reset to 0. You can no longer save a replay, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically incrementally stronger versions of the boss character's basic attack (usually first seen during the midboss section). 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, using a bomb, or activating certain Ability Cards, a substantial score bonus is rewarded for the feat.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Ability Cards===<br />
{{main|Unconnected Marketeers/Ability Cards}}<br />
<br />
Ability Cards are the main gimmick of Unconnected Marketeers. There are four types of Ability Cards:<br />
<br />
* '''Item Cards''': These grant the player resources. Enemies can also drop these.<br />
* '''Equipment Cards''': These add options to upgrade the player's shot or help erase bullets.<br />
* '''Passive Cards''': These give benefits to the player without needing to be activated.<br />
* '''Active Cards''': These clear bullets or give other benefits to the player by pressing C. Each one has a cooldown. If the player has multiple Active Cards, they can select which to use by pressing D.<br />
<br />
The player can choose to start the game with any card that they've previously obtained (barring Item Cards and the ''Blank Card'').<br><br />
Upon clearing the main game, the number of available starting card slots increases to two and Chimata's ability card, the ''[[Unconnected_Marketeers/Ability_Cards#Passive_Cards|Blank Card]]'', is unlocked.<br><br />
Upon clearing the main game after buying the ''Blank Card'' in the Stage 5 shop, this number increases to its maximum of three.<br />
<br />
In addition, after each boss, and before the Extra boss, the player has the option of buying an Ability Card. The cards available are as follows:<br />
* Three random Ability Cards that the player does not yet have (four with ''Lucky Cat with Good Business Skills'')<br />
* '''Blank Card''' (if unlocked): Removes all currently held cards, but grants you every non-item card that appears in the following shop. Free.<br />
* '''Life Card''': Grants an extra life. Cost: 80.<br />
* '''Spell Card''': Grants an extra bomb. Free.<br />
* '''Money Comes and Goes On its Own''': Grants 50 money. Free.<br />
* '''Ringo-Brand Dumplings''': Grants 0.50 Power. Free.<br />
* The boss' signature Ability Card(s).<br />
<br />
As expected, buying an Ability Card decreases the player's funds. If the player doesn't have sufficient funds to buy a card, they may also pay using their Power: 0.01 Power translates to 1 unit of money, but you can't go below 1.00 Power.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Unconnected Marketeers Translation}}<br />
There are four characters to choose from in the game, each with a unique shot and bomb.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! !! Unfocused Shot !! Focused Shot !! Bomb<br />
|-<br />
![[Reimu Hakurei]]<br />
|Homing amulets shot out in a spread.<br />
|Needles fired straight ahead.<br />
|Large orbs which fly around and home in on enemies.<br />
|-<br />
![[Marisa Kirisame]]<br />
|Lasers shot straight forward, and in a narrow spread at 3.00+ power.<br />
|Slow, straight-moving missiles with a blast radius.<br />
|A massive front-facing laser. Marisa's movement is greatly slowed while firing it.<br />
|-<br />
![[Sakuya Izayoi]]<br />
|Knives which can be aimed by moving. Moving left and right changes the angle, moving down increases spread, and moving up decreases spread. Staying still will bring the knives back to the default angle.<br />
|Locks the knives' angle.<br />
|Stops all bullets on screen, then clears them (except lasers), while damaging every enemy.<br />
|-<br />
![[Sanae Kochiya]]<br />
|Frogs with a blast radius fired in a spread.<br />
|Snakes fired forward which home in on enemies horizontally.<br />
|A delayed explosion that covers the entire screen.<br />
|}<br />
<br />
===Screen Layout===<br />
<br />
<br />
===Unlockable Features===<br />
* Stage Practice: This feature allows a shottype to practice a stage that they have reached in a full game run. You begin with 9 lives and full power. If you lose all your lives, you can't continue.<br />
* Extra Stage: By beating the game on any difficulty with a certain shottype, the Extra Stage is unlocked for said shottype.<br />
<br />
===Full Unlock Code===<br />
To unlock all unlockable content at once, navigate to to the Achievement screen, select number 13 and type out '''mastersdream'''. If done correctly, the 1up sound effect will play and the practice mode stages as well as the Extra Stage will be unlocked for all shottypes.<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below. Enemies will also drop more items if they are destroyed quickly.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. You can only graze a bullet once, so you won't gain any additional graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional graze.<br />
<br />
Grazing in ''[[Unconnected Marketeers]]'' has no effect on score.<br />
<br />
===Money Items===<br />
In addition to increasing the player's funds, money items are the major source of points in the game. The higher up on the screen you collect them, the more points they're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll show the value in ''yellow'' text. The point of collection is the ''same'' height as the height where point items reach their maximum value, so take advantage of this fact whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The maximum point value of money items is 1,000 times the player's current funds (or 500 times the player's current funds in Easy mode), up to a certain value based on the current difficulty:<br />
{| style="border-collapse: collapse;" border=1 width=180<br />
|- align=center<br />
| Easy || 200,000<br />
|- align=center<br />
| Normal || 500,000<br />
|- align=center<br />
| Hard || 700,000<br />
|- align=center<br />
| Lunatic || 1,000,000<br />
|- align=center<br />
| Extra || 500,000<br />
|}<br />
The maximum point value of money items will always be at least 10,000, regardless of the player's current funds.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power will grant points like Money Items instead.<br />
<br />
===Green Point Items===<br />
Green point items are released when bullets are cleared with bombs, by defeating a boss phase, or by using certain Ability Cards. Their value is equal to the player's current funds, rounded down to the nearest 10.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll know this is happening when the background changes (except for the Extra stage midboss) and the spell card's name appears in the upper right corner of the screen. If the boss's [[health bar]] is depleted within the time limit and without getting hit, using a bomb or using the Underground Sun card, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|}<br />
<br />
===Clear Bonus===<br />
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
{{stub|section}}<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay. <br />
<br />
Glitches reported only in the trial versions:<br />
*'''Shoplifting''': After purchasing an item from a shop at the end of a stage, the game can be paused and then unpaused to cause to open the shop again, allowing for indefinite purchases. Combined with the [[Unconnected Marketeers/Ability Cards#Item Cards|money card]], this allows for infinite money and thus infinite purchases of any card. Fixed as of v0.02a. [https://www.youtube.com/watch?v=AGCX-JPRFmU Video of this glitch].<br />
**'''Card stacking''': By performing the Shoplifting glitch, it is possible to obtain multiple copies of the same equipment card, passive card or active card. If you purchase around 100 or more of the same card, this may cause the game to crash.<br />
*'''Byakuren card desync''': [[Byakuren Hijiri]]'s card, Sutra of Dharmatic Power, can desync replays if used, no matter if it is equipped from the start or purchased mid-run, as the decreased card cooldown fails to carry over across stages.<br />
*'''Kanako card desync''': [[Kanako Yasaka]]'s card, Offerings to a Sacred Mountain, can desync replays if used. This happens because the lowered [[point of collection]] line is not carried over across stages.<br />
*'''Sannyo death glitch''': Sometimes, Sannyo's nonspells will spawn on top of the player character, killing her instantly. This is caused by the angle of the pattern being an uninitialized variable, which leads to undefined behavior. [https://www.youtube.com/watch?v=WrWY4ZgotjI Video of this glitch].<br />
*'''Sakuya Youmu''': If the player uses Sakuya and saves a replay, Sakuya's name will show as Youmu instead.<br />
<br />
Glitches reported in the full version:<br />
*'''Centipede desyncs''': [[Momoyo Himemushi]]'s card, Gluttonous Centipede, can desync replays if equipped from the start as the increased power fails to carry over across stages. This can also happen if it is purchased on a stage prior to Stage 5 and a next stage is entered with its value higher than 1000. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Card switch desync''': The player can press D to switch cards after clearing a stage, before the next stage begins. If this is done in a full game run, it will desync the stage that comes directly after the switch. Replays affected by this glitch can be viewed normally and even fixed permanently through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''UFO/Magatama desync''': A replay started from a stage, in which the player has either the Annoying UFO or Ancient Magatama card equipped, will desync. This can be avoided by starting from an earlier stage.<br />
*'''Music skip glitch''': While watching replays and skipping, the music will also attempt to skip ahead so that the replay and music are always synced (this is intended). However, skipping during the Extra Stage can cause the music to stop playing for a moment, after which [[Mountain of Faith/Music#Score_theme|Player's Score]] will play.<br />
*'''Practice empty bomb stock''': In Practice mode after starting the game, the player will start without any bombs. This can be prevented by starting a full game run first.<br />
*'''Card disappearance bug''': If the player restarts a run through the pause menu, any previously bought cards will no longer appear in any shop. This can be fixed by quitting to the menu.<br />
*'''Blank card bug''': If the player restarts their run after buying a Blank Card, all of the player's starting cards will disappear. This is fixed by returning to the title screen.<br />
*'''Aya invincibility exploit''': Using [[Aya Shameimaru]]'s card, Gale Geta, it is possible to stay invincible indefinitely by rapidly inputting movement, at a rate of around 30 Hertz. [https://www.youtube.com/watch?v=EnwpQH8yVxk Video of this glitch].<br />
*'''Remilia extended hitbox''': Using [[Remilia Scarlet]]'s card, Vampire Fang, is used during Sakuya's bomb, it hits the boss regardless of where on the screen it is used. This does not work if [[Byakuren Hijiri]]'s card is also equipped, as it affects the bomb.<br />
*'''Elixir midboss death glitch''': The Death Avoidance Elixir card does not work if you get hit by a midboss entering the screen; the player will still die.<br />
*'''Spell Practice timeout crash''': The game crashes if the [[Chimata Tenkyuu]]'s final Spell Card is timed out in Spell Practice mode.<br />
*'''Lily White death crash''': If [[Lily White]] is summoned right when a boss is defeated and the player proceeds to get hit after defeating the boss, the game will crash.<br />
*'''Extra card display bug''': In a replay of the Extra Stage boss fight, the active card will appear to never recharge; it will always have a black border. This is merely a display issue; the card is in fact being recharged.<br />
*'''Spell Practice health error''': [[Tsukasa Kudamaki]]'s first Spell Card in the Extra Stage has almost twice as much health in Spell Practice compared to a full game run.<br />
*'''Byakuren cooldown bug''': In Extra mode, if the player buys Byakuren's card in the shop, the decreased cooldown of the active card does not apply. Its effect of strengthening the player's bomb, however, still applies. If the card is equipped from the beginning, replays will usually desync once the Momoyo boss fight starts. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Maid Knife glitch''': With the Maid Knife card equipped, if the player has another equipment card, the knives will fire from the equipment card options instead of the original ones. In the case of multiple equipment cards, the leftmost one will have the knives fire from its options.<br />
*'''Saki/Momoyo oversight''': If the player has both [[Saki Kurokoma]]'s card, Law of the Survival of the Fittest, as well as Momoyo's Centipede card equipped, the increased power from Saki's card will override that of Momoyo's card, rendering the latter useless.<br />
*'''Hat/Tanuki oversight''': If the player has both the Pebble Hat and Reliable Tanuki Apprentice cards equipped, only the rightmost one on the screen will have its intended effect of reducing power loss.<br />
<br />
The following apply to multiple games, including ''Unconnected Marketeers'':<br />
*'''Wrong play time''': The play time information in Player Score is inconsistent and usually does not reflect the real in-game playtime, being much shorter than it should be.<br />
*'''Sprintf buffer overflow''': When replayed multiple times, images from one replay form an afterimage in the following replay. This will continue to darken the screen (due to the Spell Card backgrounds stacking) until new replays become imperceptible, all whilst lagging the game. The afterimages can still be seen after quitting the replay, during the loading screen. [https://www.twitch.tv/videos/468885086?t=02h28m51s Footage of this glitch].<br />
<br />
{{Navbox UM}}<br />
<br />
[[Category:Unconnected Marketeers]]<br />
[[Category:Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Unconnected_Marketeers/Gameplay&diff=457660Unconnected Marketeers/Gameplay2022-12-13T18:51:35Z<p>TheGuy: /* Ability Cards */</p>
<hr />
<div>{{stub}}<br />
This article describes the overall gameplay and background information for ''[[Unconnected Marketeers]]''.<br><br />
For general or level-specific strategy, see [[/Strategy|here]].<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] (presuming you have bombs left);<br />
*'''{{Key|Shift}}''' slows the character's movement and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|C}}''' activates the currently selected Active Card;<br />
*'''{{Key|D}}''' cycles through your Active Cards;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
===Basic Gameplay===<br />
''[[Unconnected Marketeers]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually "[[Spell Card]]s") with distinctive visual styles and behaviors that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained with certain Ability Cards. <br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is possible. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a white dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained with certain Ability Cards.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you collect a life fragment while you have the maximum number of lives, the life fragment will be added as a bomb fragment.<br />
<br />
When you lose a life, you also lose 1.00 power (0.07 is scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time. You will also lose 1/3 of your current funds (up to 100).<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off at full power. However, if you do continue, your current score will be reset back to 0 plus the number of times you have continued, and your bomb and life fragments will be reset to 0. You can no longer save a replay, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically incrementally stronger versions of the boss character's basic attack (usually first seen during the midboss section). 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, using a bomb, or activating certain Ability Cards, a substantial score bonus is rewarded for the feat.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Ability Cards===<br />
{{main|Unconnected Marketeers/Ability Cards}}<br />
<br />
Ability Cards are the main gimmick of Unconnected Marketeers. There are four types of Ability Cards:<br />
<br />
* '''Item Cards''': These grant the player resources. Enemies can also drop these.<br />
* '''Equipment Cards''': These add options to upgrade the player's shot or help erase bullets.<br />
* '''Passive Cards''': These give benefits to the player without needing to be activated.<br />
* '''Active Cards''': These clear bullets or give other benefits to the player by pressing C. Each one has a cooldown. If the player has multiple Active Cards, they can select which to use by pressing D.<br />
<br />
The player can choose to start the game with any card that they've previously obtained (barring Item Cards and the ''Blank Card'').<br><br />
Upon clearing the main game, the number of available starting card slots increases to two and Chimata's ability card, the ''[[Unconnected_Marketeers/Ability_Cards#Passive_Cards|Blank Card]]'', is unlocked.<br><br />
Upon clearing the main game after buying the ''Blank Card'' in the Stage 5 shop, this number increases to its maximum of three.<br />
<br />
In addition, after each boss, and before the Extra boss, the player has the option of buying an Ability Card. The cards available are as follows:<br />
* Three random Ability Cards that the player does not yet have (four with ''Lucky Cat with Good Business Skills'')<br />
* '''Blank Card''' (if unlocked): Removes all currently held cards, but grants you every non-item card that appears in the following shop. Free.<br />
* '''Life Card''': Grants an extra life. Cost: 80.<br />
* '''Spell Card''': Grants an extra bomb. Free.<br />
* '''Money Comes and Goes On its Own''': Grants 50 money. Free.<br />
* '''Ringo-Brand Dumplings''': Grants 0.50 Power. Free.<br />
* The boss' signature Ability Card(s).<br />
<br />
As expected, buying an Ability Card decreases the player's funds. If the player doesn't have sufficient funds to buy a card, they may also pay using their Power: 0.01 Power translates to 1 unit of money, but you can't go below 1.00 Power.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Unconnected Marketeers Translation}}<br />
There are four characters to choose from in the game, each with a unique shot and bomb.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! !! Unfocused Shot !! Focused Shot !! Bomb<br />
|-<br />
![[Reimu Hakurei]]<br />
|Homing amulets shot out in a spread.<br />
|Needles fired straight ahead.<br />
|Large orbs which fly around and home in on enemies.<br />
|-<br />
![[Marisa Kirisame]]<br />
|Lasers shot straight forward, and in a narrow spread at 3.00+ power.<br />
|Slow, straight-moving missiles with a blast radius.<br />
|A massive front-facing laser. Marisa's movement is greatly slowed while firing it.<br />
|-<br />
![[Sakuya Izayoi]]<br />
|Knives which can be aimed by moving. Moving left and right changes the angle, moving down increases spread, and moving up decreases spread. Staying still will bring the knives back to the default angle.<br />
|Locks the knives' angle.<br />
|Stops all bullets on screen, then clears them.<br />
|-<br />
![[Sanae Kochiya]]<br />
|Frogs with a blast radius fired in a spread.<br />
|Snakes fired forward which home in on enemies horizontally.<br />
|A delayed explosion that covers the entire screen.<br />
|}<br />
<br />
===Screen Layout===<br />
<br />
<br />
===Unlockable Features===<br />
* Stage Practice: This feature allows a shottype to practice a stage that they have reached in a full game run. You begin with 9 lives and full power. If you lose all your lives, you can't continue.<br />
* Extra Stage: By beating the game on any difficulty with a certain shottype, the Extra Stage is unlocked for said shottype.<br />
<br />
===Full Unlock Code===<br />
To unlock all unlockable content at once, navigate to to the Achievement screen, select number 13 and type out '''mastersdream'''. If done correctly, the 1up sound effect will play and the practice mode stages as well as the Extra Stage will be unlocked for all shottypes.<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below. Enemies will also drop more items if they are destroyed quickly.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. You can only graze a bullet once, so you won't gain any additional graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional graze.<br />
<br />
Grazing in ''[[Unconnected Marketeers]]'' has no effect on score.<br />
<br />
===Money Items===<br />
In addition to increasing the player's funds, money items are the major source of points in the game. The higher up on the screen you collect them, the more points they're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll show the value in ''yellow'' text. The point of collection is the ''same'' height as the height where point items reach their maximum value, so take advantage of this fact whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The maximum point value of money items is 1,000 times the player's current funds (or 500 times the player's current funds in Easy mode), up to a certain value based on the current difficulty:<br />
{| style="border-collapse: collapse;" border=1 width=180<br />
|- align=center<br />
| Easy || 200,000<br />
|- align=center<br />
| Normal || 500,000<br />
|- align=center<br />
| Hard || 700,000<br />
|- align=center<br />
| Lunatic || 1,000,000<br />
|- align=center<br />
| Extra || 500,000<br />
|}<br />
The maximum point value of money items will always be at least 10,000, regardless of the player's current funds.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power will grant points like Money Items instead.<br />
<br />
===Green Point Items===<br />
Green point items are released when bullets are cleared with bombs, by defeating a boss phase, or by using certain Ability Cards. Their value is equal to the player's current funds, rounded down to the nearest 10.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll know this is happening when the background changes (except for the Extra stage midboss) and the spell card's name appears in the upper right corner of the screen. If the boss's [[health bar]] is depleted within the time limit and without getting hit, using a bomb or using the Underground Sun card, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|}<br />
<br />
===Clear Bonus===<br />
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
{{stub|section}}<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay. <br />
<br />
Glitches reported only in the trial versions:<br />
*'''Shoplifting''': After purchasing an item from a shop at the end of a stage, the game can be paused and then unpaused to cause to open the shop again, allowing for indefinite purchases. Combined with the [[Unconnected Marketeers/Ability Cards#Item Cards|money card]], this allows for infinite money and thus infinite purchases of any card. Fixed as of v0.02a. [https://www.youtube.com/watch?v=AGCX-JPRFmU Video of this glitch].<br />
**'''Card stacking''': By performing the Shoplifting glitch, it is possible to obtain multiple copies of the same equipment card, passive card or active card. If you purchase around 100 or more of the same card, this may cause the game to crash.<br />
*'''Byakuren card desync''': [[Byakuren Hijiri]]'s card, Sutra of Dharmatic Power, can desync replays if used, no matter if it is equipped from the start or purchased mid-run, as the decreased card cooldown fails to carry over across stages.<br />
*'''Kanako card desync''': [[Kanako Yasaka]]'s card, Offerings to a Sacred Mountain, can desync replays if used. This happens because the lowered [[point of collection]] line is not carried over across stages.<br />
*'''Sannyo death glitch''': Sometimes, Sannyo's nonspells will spawn on top of the player character, killing her instantly. This is caused by the angle of the pattern being an uninitialized variable, which leads to undefined behavior. [https://www.youtube.com/watch?v=WrWY4ZgotjI Video of this glitch].<br />
*'''Sakuya Youmu''': If the player uses Sakuya and saves a replay, Sakuya's name will show as Youmu instead.<br />
<br />
Glitches reported in the full version:<br />
*'''Centipede desyncs''': [[Momoyo Himemushi]]'s card, Gluttonous Centi pede, can desync replays if equipped from the start as the increased power fails to carry over across stages. This can also happen if it is purchased on a stage prior to Stage 5 and a next stage is entered with its value higher than 1000. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Card switch desync''': The player can press D to switch cards after clearing a stage, before the next stage begins. If this is done in a full game run, it will desync the stage that comes directly after the switch. Replays affected by this glitch can be viewed normally and even fixed permanently through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Aya invincibility exploit''': Using [[Aya Shameimaru]]'s card, Gale Geta, it is possible to stay invincible indefinitely by rapidly inputting movement, at a rate of around 30 Hertz. [https://www.youtube.com/watch?v=EnwpQH8yVxk Video of this glitch].<br />
*'''Remilia extended hitbox''': Using [[Remilia Scarlet]]'s card, Vampire Fang, is used during Sakuya's bomb, it hits the boss regardless of where on the screen it is used. This does not work if [[Byakuren Hijiri]]'s card is also equipped, as it affects the bomb.<br />
*'''Card disappearance bug''': If the player restarts a run through the pause menu, any previously bought cards will no longer appear in any shop. This can be fixed by quitting to the menu.<br />
*'''Practice empty bomb stock''': In Practice mode after starting the game, the player will start without any bombs. This can be prevented by starting a full game run first.<br />
*'''Spell Practice timeout crash''': The game crashes if the [[Chimata Tenkyuu]]'s final Spell Card is timed out in Spell Practice mode.<br />
*'''Byakuren cooldown bug''': In Extra mode, if the player buys Byakuren's card in the shop, the decreased cooldown of the active card does not apply. Its effect of strengthening the player's bomb, however, still applies. If the card is equipped from the beginning, replays will usually desync once the Momoyo boss fight starts. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Saki/Momoyo oversight''': If the player has both [[Saki Kurokoma]]'s card, Law of the Survival of the Fittest, as well as Momoyo's Centipede card equipped, the increased power from Saki's card will override that of Momoyo's card, rendering the latter useless.<br />
<br />
The following apply to multiple games, including ''Unconnected Marketeers'':<br />
*'''Wrong play time''': The play time information in Player Score is inconsistent and usually does not reflect the real in-game playtime, being much shorter than it should be.<br />
<br />
{{Navbox UM}}<br />
<br />
[[Category:Unconnected Marketeers]]<br />
[[Category:Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Unconnected_Marketeers/Gameplay&diff=457659Unconnected Marketeers/Gameplay2022-12-13T18:50:50Z<p>TheGuy: /* Ability Cards */</p>
<hr />
<div>{{stub}}<br />
This article describes the overall gameplay and background information for ''[[Unconnected Marketeers]]''.<br><br />
For general or level-specific strategy, see [[/Strategy|here]].<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] (presuming you have bombs left);<br />
*'''{{Key|Shift}}''' slows the character's movement and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|C}}''' activates the currently selected Active Card;<br />
*'''{{Key|D}}''' cycles through your Active Cards;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
===Basic Gameplay===<br />
''[[Unconnected Marketeers]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually "[[Spell Card]]s") with distinctive visual styles and behaviors that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained with certain Ability Cards. <br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is possible. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a white dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained with certain Ability Cards.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you collect a life fragment while you have the maximum number of lives, the life fragment will be added as a bomb fragment.<br />
<br />
When you lose a life, you also lose 1.00 power (0.07 is scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time. You will also lose 1/3 of your current funds (up to 100).<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off at full power. However, if you do continue, your current score will be reset back to 0 plus the number of times you have continued, and your bomb and life fragments will be reset to 0. You can no longer save a replay, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically incrementally stronger versions of the boss character's basic attack (usually first seen during the midboss section). 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, using a bomb, or activating certain Ability Cards, a substantial score bonus is rewarded for the feat.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Ability Cards===<br />
{{main|Unconnected Marketeers/Ability Cards}}<br />
<br />
Ability Cards are the main gimmick of Unconnected Marketeers. There are four types of Ability Cards:<br />
<br />
* '''Item Cards''': These grant the player resources. Enemies can also drop these.<br />
* '''Equipment Cards''': These add options to upgrade the player's shot or help erase bullets.<br />
* '''Passive Cards''': These give benefits to the player without needing to be activated.<br />
* '''Active Cards''': These clear bullets or give other benefits to the player by pressing C. Each one has a cooldown. If the player has multiple Active Cards, they can select which to use by pressing D.<br />
<br />
The player can choose to start the game with any card that they've previously obtained (barring Item Cards and the ''Blank Card'').<br />
Upon clearing the main game, the number of available starting card slots increases to two and Chimata's ability card, the ''[[Unconnected_Marketeers/Ability_Cards#Passive_Cards|Blank Card]]'', is unlocked.<br />
Upon clearing the main game after buying the ''Blank Card'' in the Stage 5 shop, this number increases to its maximum of three.<br />
<br />
In addition, after each boss, and before the Extra boss, the player has the option of buying an Ability Card. The cards available are as follows:<br />
* Three random Ability Cards that the player does not yet have (four with ''Lucky Cat with Good Business Skills'')<br />
* '''Blank Card''' (if unlocked): Removes all currently held cards, but grants you every non-item card that appears in the following shop. Free.<br />
* '''Life Card''': Grants an extra life. Cost: 80.<br />
* '''Spell Card''': Grants an extra bomb. Free.<br />
* '''Money Comes and Goes On its Own''': Grants 50 money. Free.<br />
* '''Ringo-Brand Dumplings''': Grants 0.50 Power. Free.<br />
* The boss' signature Ability Card(s).<br />
<br />
As expected, buying an Ability Card decreases the player's funds. If the player doesn't have sufficient funds to buy a card, they may also pay using their Power: 0.01 Power translates to 1 unit of money, but you can't go below 1.00 Power.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Unconnected Marketeers Translation}}<br />
There are four characters to choose from in the game, each with a unique shot and bomb.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! !! Unfocused Shot !! Focused Shot !! Bomb<br />
|-<br />
![[Reimu Hakurei]]<br />
|Homing amulets shot out in a spread.<br />
|Needles fired straight ahead.<br />
|Large orbs which fly around and home in on enemies.<br />
|-<br />
![[Marisa Kirisame]]<br />
|Lasers shot straight forward, and in a narrow spread at 3.00+ power.<br />
|Slow, straight-moving missiles with a blast radius.<br />
|A massive front-facing laser. Marisa's movement is greatly slowed while firing it.<br />
|-<br />
![[Sakuya Izayoi]]<br />
|Knives which can be aimed by moving. Moving left and right changes the angle, moving down increases spread, and moving up decreases spread. Staying still will bring the knives back to the default angle.<br />
|Locks the knives' angle.<br />
|Stops all bullets on screen, then clears them.<br />
|-<br />
![[Sanae Kochiya]]<br />
|Frogs with a blast radius fired in a spread.<br />
|Snakes fired forward which home in on enemies horizontally.<br />
|A delayed explosion that covers the entire screen.<br />
|}<br />
<br />
===Screen Layout===<br />
<br />
<br />
===Unlockable Features===<br />
* Stage Practice: This feature allows a shottype to practice a stage that they have reached in a full game run. You begin with 9 lives and full power. If you lose all your lives, you can't continue.<br />
* Extra Stage: By beating the game on any difficulty with a certain shottype, the Extra Stage is unlocked for said shottype.<br />
<br />
===Full Unlock Code===<br />
To unlock all unlockable content at once, navigate to to the Achievement screen, select number 13 and type out '''mastersdream'''. If done correctly, the 1up sound effect will play and the practice mode stages as well as the Extra Stage will be unlocked for all shottypes.<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below. Enemies will also drop more items if they are destroyed quickly.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. You can only graze a bullet once, so you won't gain any additional graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional graze.<br />
<br />
Grazing in ''[[Unconnected Marketeers]]'' has no effect on score.<br />
<br />
===Money Items===<br />
In addition to increasing the player's funds, money items are the major source of points in the game. The higher up on the screen you collect them, the more points they're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll show the value in ''yellow'' text. The point of collection is the ''same'' height as the height where point items reach their maximum value, so take advantage of this fact whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The maximum point value of money items is 1,000 times the player's current funds (or 500 times the player's current funds in Easy mode), up to a certain value based on the current difficulty:<br />
{| style="border-collapse: collapse;" border=1 width=180<br />
|- align=center<br />
| Easy || 200,000<br />
|- align=center<br />
| Normal || 500,000<br />
|- align=center<br />
| Hard || 700,000<br />
|- align=center<br />
| Lunatic || 1,000,000<br />
|- align=center<br />
| Extra || 500,000<br />
|}<br />
The maximum point value of money items will always be at least 10,000, regardless of the player's current funds.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power will grant points like Money Items instead.<br />
<br />
===Green Point Items===<br />
Green point items are released when bullets are cleared with bombs, by defeating a boss phase, or by using certain Ability Cards. Their value is equal to the player's current funds, rounded down to the nearest 10.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll know this is happening when the background changes (except for the Extra stage midboss) and the spell card's name appears in the upper right corner of the screen. If the boss's [[health bar]] is depleted within the time limit and without getting hit, using a bomb or using the Underground Sun card, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|}<br />
<br />
===Clear Bonus===<br />
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
{{stub|section}}<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay. <br />
<br />
Glitches reported only in the trial versions:<br />
*'''Shoplifting''': After purchasing an item from a shop at the end of a stage, the game can be paused and then unpaused to cause to open the shop again, allowing for indefinite purchases. Combined with the [[Unconnected Marketeers/Ability Cards#Item Cards|money card]], this allows for infinite money and thus infinite purchases of any card. Fixed as of v0.02a. [https://www.youtube.com/watch?v=AGCX-JPRFmU Video of this glitch].<br />
**'''Card stacking''': By performing the Shoplifting glitch, it is possible to obtain multiple copies of the same equipment card, passive card or active card. If you purchase around 100 or more of the same card, this may cause the game to crash.<br />
*'''Byakuren card desync''': [[Byakuren Hijiri]]'s card, Sutra of Dharmatic Power, can desync replays if used, no matter if it is equipped from the start or purchased mid-run, as the decreased card cooldown fails to carry over across stages.<br />
*'''Kanako card desync''': [[Kanako Yasaka]]'s card, Offerings to a Sacred Mountain, can desync replays if used. This happens because the lowered [[point of collection]] line is not carried over across stages.<br />
*'''Sannyo death glitch''': Sometimes, Sannyo's nonspells will spawn on top of the player character, killing her instantly. This is caused by the angle of the pattern being an uninitialized variable, which leads to undefined behavior. [https://www.youtube.com/watch?v=WrWY4ZgotjI Video of this glitch].<br />
*'''Sakuya Youmu''': If the player uses Sakuya and saves a replay, Sakuya's name will show as Youmu instead.<br />
<br />
Glitches reported in the full version:<br />
*'''Centipede desyncs''': [[Momoyo Himemushi]]'s card, Gluttonous Centi pede, can desync replays if equipped from the start as the increased power fails to carry over across stages. This can also happen if it is purchased on a stage prior to Stage 5 and a next stage is entered with its value higher than 1000. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Card switch desync''': The player can press D to switch cards after clearing a stage, before the next stage begins. If this is done in a full game run, it will desync the stage that comes directly after the switch. Replays affected by this glitch can be viewed normally and even fixed permanently through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Aya invincibility exploit''': Using [[Aya Shameimaru]]'s card, Gale Geta, it is possible to stay invincible indefinitely by rapidly inputting movement, at a rate of around 30 Hertz. [https://www.youtube.com/watch?v=EnwpQH8yVxk Video of this glitch].<br />
*'''Remilia extended hitbox''': Using [[Remilia Scarlet]]'s card, Vampire Fang, is used during Sakuya's bomb, it hits the boss regardless of where on the screen it is used. This does not work if [[Byakuren Hijiri]]'s card is also equipped, as it affects the bomb.<br />
*'''Card disappearance bug''': If the player restarts a run through the pause menu, any previously bought cards will no longer appear in any shop. This can be fixed by quitting to the menu.<br />
*'''Practice empty bomb stock''': In Practice mode after starting the game, the player will start without any bombs. This can be prevented by starting a full game run first.<br />
*'''Spell Practice timeout crash''': The game crashes if the [[Chimata Tenkyuu]]'s final Spell Card is timed out in Spell Practice mode.<br />
*'''Byakuren cooldown bug''': In Extra mode, if the player buys Byakuren's card in the shop, the decreased cooldown of the active card does not apply. Its effect of strengthening the player's bomb, however, still applies. If the card is equipped from the beginning, replays will usually desync once the Momoyo boss fight starts. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Saki/Momoyo oversight''': If the player has both [[Saki Kurokoma]]'s card, Law of the Survival of the Fittest, as well as Momoyo's Centipede card equipped, the increased power from Saki's card will override that of Momoyo's card, rendering the latter useless.<br />
<br />
The following apply to multiple games, including ''Unconnected Marketeers'':<br />
*'''Wrong play time''': The play time information in Player Score is inconsistent and usually does not reflect the real in-game playtime, being much shorter than it should be.<br />
<br />
{{Navbox UM}}<br />
<br />
[[Category:Unconnected Marketeers]]<br />
[[Category:Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Unconnected_Marketeers/Gameplay&diff=457658Unconnected Marketeers/Gameplay2022-12-13T18:48:18Z<p>TheGuy: /* Ability Cards */</p>
<hr />
<div>{{stub}}<br />
This article describes the overall gameplay and background information for ''[[Unconnected Marketeers]]''.<br><br />
For general or level-specific strategy, see [[/Strategy|here]].<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] (presuming you have bombs left);<br />
*'''{{Key|Shift}}''' slows the character's movement and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|C}}''' activates the currently selected Active Card;<br />
*'''{{Key|D}}''' cycles through your Active Cards;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
===Basic Gameplay===<br />
''[[Unconnected Marketeers]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually "[[Spell Card]]s") with distinctive visual styles and behaviors that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained with certain Ability Cards. <br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is possible. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a white dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained with certain Ability Cards.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you collect a life fragment while you have the maximum number of lives, the life fragment will be added as a bomb fragment.<br />
<br />
When you lose a life, you also lose 1.00 power (0.07 is scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time. You will also lose 1/3 of your current funds (up to 100).<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off at full power. However, if you do continue, your current score will be reset back to 0 plus the number of times you have continued, and your bomb and life fragments will be reset to 0. You can no longer save a replay, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically incrementally stronger versions of the boss character's basic attack (usually first seen during the midboss section). 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, using a bomb, or activating certain Ability Cards, a substantial score bonus is rewarded for the feat.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Ability Cards===<br />
{{main|Unconnected Marketeers/Ability Cards}}<br />
<br />
Ability Cards are the main gimmick of Unconnected Marketeers. There are four types of Ability Cards:<br />
<br />
* '''Item Cards''': These grant the player resources. Enemies can also drop these.<br />
* '''Equipment Cards''': These add options to upgrade the player's shot or help erase bullets.<br />
* '''Passive Cards''': These give benefits to the player without needing to be activated.<br />
* '''Active Cards''': These clear bullets or give other benefits to the player by pressing C. Each one has a cooldown. If the player has multiple Active Cards, they can select which to use by pressing D.<br />
<br />
The player can choose to start the game with any card that they've previously obtained (barring Item Cards and the ''Blank Card'').<br />
Upon clearing the main game, the number of available starting card slots increases to two and Chimata's ability card, the ''[[https://en.touhouwiki.net/wiki/Unconnected Marketeers/Ability Cards#Passive_Cards|Blank Card]]'', is unlocked.<br />
Upon clearing the main game after buying the ''Blank Card'' in the Stage 5 shop, this number increases to its maximum of three.<br />
<br />
In addition, after each boss, and before the Extra boss, the player has the option of buying an Ability Card. The cards available are as follows:<br />
* Three random Ability Cards that the player does not yet have (four with ''Lucky Cat with Good Business Skills'')<br />
* '''Blank Card''' (if unlocked): Removes all currently held cards, but grants you every non-item card that appears in the following shop. Free.<br />
* '''Life Card''': Grants an extra life. Cost: 80.<br />
* '''Spell Card''': Grants an extra bomb. Free.<br />
* '''Money Comes and Goes On its Own''': Grants 50 money. Free.<br />
* '''Ringo-Brand Dumplings''': Grants 0.50 Power. Free.<br />
* The boss' signature Ability Card(s).<br />
<br />
As expected, buying an Ability Card decreases the player's funds. If the player doesn't have sufficient funds to buy a card, they may also pay using their Power: 0.01 Power translates to 1 unit of money, but you can't go below 1.00 Power.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Unconnected Marketeers Translation}}<br />
There are four characters to choose from in the game, each with a unique shot and bomb.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! !! Unfocused Shot !! Focused Shot !! Bomb<br />
|-<br />
![[Reimu Hakurei]]<br />
|Homing amulets shot out in a spread.<br />
|Needles fired straight ahead.<br />
|Large orbs which fly around and home in on enemies.<br />
|-<br />
![[Marisa Kirisame]]<br />
|Lasers shot straight forward, and in a narrow spread at 3.00+ power.<br />
|Slow, straight-moving missiles with a blast radius.<br />
|A massive front-facing laser. Marisa's movement is greatly slowed while firing it.<br />
|-<br />
![[Sakuya Izayoi]]<br />
|Knives which can be aimed by moving. Moving left and right changes the angle, moving down increases spread, and moving up decreases spread. Staying still will bring the knives back to the default angle.<br />
|Locks the knives' angle.<br />
|Stops all bullets on screen, then clears them.<br />
|-<br />
![[Sanae Kochiya]]<br />
|Frogs with a blast radius fired in a spread.<br />
|Snakes fired forward which home in on enemies horizontally.<br />
|A delayed explosion that covers the entire screen.<br />
|}<br />
<br />
===Screen Layout===<br />
<br />
<br />
===Unlockable Features===<br />
* Stage Practice: This feature allows a shottype to practice a stage that they have reached in a full game run. You begin with 9 lives and full power. If you lose all your lives, you can't continue.<br />
* Extra Stage: By beating the game on any difficulty with a certain shottype, the Extra Stage is unlocked for said shottype.<br />
<br />
===Full Unlock Code===<br />
To unlock all unlockable content at once, navigate to to the Achievement screen, select number 13 and type out '''mastersdream'''. If done correctly, the 1up sound effect will play and the practice mode stages as well as the Extra Stage will be unlocked for all shottypes.<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below. Enemies will also drop more items if they are destroyed quickly.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. You can only graze a bullet once, so you won't gain any additional graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional graze.<br />
<br />
Grazing in ''[[Unconnected Marketeers]]'' has no effect on score.<br />
<br />
===Money Items===<br />
In addition to increasing the player's funds, money items are the major source of points in the game. The higher up on the screen you collect them, the more points they're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll show the value in ''yellow'' text. The point of collection is the ''same'' height as the height where point items reach their maximum value, so take advantage of this fact whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The maximum point value of money items is 1,000 times the player's current funds (or 500 times the player's current funds in Easy mode), up to a certain value based on the current difficulty:<br />
{| style="border-collapse: collapse;" border=1 width=180<br />
|- align=center<br />
| Easy || 200,000<br />
|- align=center<br />
| Normal || 500,000<br />
|- align=center<br />
| Hard || 700,000<br />
|- align=center<br />
| Lunatic || 1,000,000<br />
|- align=center<br />
| Extra || 500,000<br />
|}<br />
The maximum point value of money items will always be at least 10,000, regardless of the player's current funds.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power will grant points like Money Items instead.<br />
<br />
===Green Point Items===<br />
Green point items are released when bullets are cleared with bombs, by defeating a boss phase, or by using certain Ability Cards. Their value is equal to the player's current funds, rounded down to the nearest 10.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll know this is happening when the background changes (except for the Extra stage midboss) and the spell card's name appears in the upper right corner of the screen. If the boss's [[health bar]] is depleted within the time limit and without getting hit, using a bomb or using the Underground Sun card, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|}<br />
<br />
===Clear Bonus===<br />
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
{{stub|section}}<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay. <br />
<br />
Glitches reported only in the trial versions:<br />
*'''Shoplifting''': After purchasing an item from a shop at the end of a stage, the game can be paused and then unpaused to cause to open the shop again, allowing for indefinite purchases. Combined with the [[Unconnected Marketeers/Ability Cards#Item Cards|money card]], this allows for infinite money and thus infinite purchases of any card. Fixed as of v0.02a. [https://www.youtube.com/watch?v=AGCX-JPRFmU Video of this glitch].<br />
**'''Card stacking''': By performing the Shoplifting glitch, it is possible to obtain multiple copies of the same equipment card, passive card or active card. If you purchase around 100 or more of the same card, this may cause the game to crash.<br />
*'''Byakuren card desync''': [[Byakuren Hijiri]]'s card, Sutra of Dharmatic Power, can desync replays if used, no matter if it is equipped from the start or purchased mid-run, as the decreased card cooldown fails to carry over across stages.<br />
*'''Kanako card desync''': [[Kanako Yasaka]]'s card, Offerings to a Sacred Mountain, can desync replays if used. This happens because the lowered [[point of collection]] line is not carried over across stages.<br />
*'''Sannyo death glitch''': Sometimes, Sannyo's nonspells will spawn on top of the player character, killing her instantly. This is caused by the angle of the pattern being an uninitialized variable, which leads to undefined behavior. [https://www.youtube.com/watch?v=WrWY4ZgotjI Video of this glitch].<br />
*'''Sakuya Youmu''': If the player uses Sakuya and saves a replay, Sakuya's name will show as Youmu instead.<br />
<br />
Glitches reported in the full version:<br />
*'''Centipede desyncs''': [[Momoyo Himemushi]]'s card, Gluttonous Centi pede, can desync replays if equipped from the start as the increased power fails to carry over across stages. This can also happen if it is purchased on a stage prior to Stage 5 and a next stage is entered with its value higher than 1000. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Card switch desync''': The player can press D to switch cards after clearing a stage, before the next stage begins. If this is done in a full game run, it will desync the stage that comes directly after the switch. Replays affected by this glitch can be viewed normally and even fixed permanently through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Aya invincibility exploit''': Using [[Aya Shameimaru]]'s card, Gale Geta, it is possible to stay invincible indefinitely by rapidly inputting movement, at a rate of around 30 Hertz. [https://www.youtube.com/watch?v=EnwpQH8yVxk Video of this glitch].<br />
*'''Remilia extended hitbox''': Using [[Remilia Scarlet]]'s card, Vampire Fang, is used during Sakuya's bomb, it hits the boss regardless of where on the screen it is used. This does not work if [[Byakuren Hijiri]]'s card is also equipped, as it affects the bomb.<br />
*'''Card disappearance bug''': If the player restarts a run through the pause menu, any previously bought cards will no longer appear in any shop. This can be fixed by quitting to the menu.<br />
*'''Practice empty bomb stock''': In Practice mode after starting the game, the player will start without any bombs. This can be prevented by starting a full game run first.<br />
*'''Spell Practice timeout crash''': The game crashes if the [[Chimata Tenkyuu]]'s final Spell Card is timed out in Spell Practice mode.<br />
*'''Byakuren cooldown bug''': In Extra mode, if the player buys Byakuren's card in the shop, the decreased cooldown of the active card does not apply. Its effect of strengthening the player's bomb, however, still applies. If the card is equipped from the beginning, replays will usually desync once the Momoyo boss fight starts. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Saki/Momoyo oversight''': If the player has both [[Saki Kurokoma]]'s card, Law of the Survival of the Fittest, as well as Momoyo's Centipede card equipped, the increased power from Saki's card will override that of Momoyo's card, rendering the latter useless.<br />
<br />
The following apply to multiple games, including ''Unconnected Marketeers'':<br />
*'''Wrong play time''': The play time information in Player Score is inconsistent and usually does not reflect the real in-game playtime, being much shorter than it should be.<br />
<br />
{{Navbox UM}}<br />
<br />
[[Category:Unconnected Marketeers]]<br />
[[Category:Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Unconnected_Marketeers&diff=457657Unconnected Marketeers2022-12-13T18:31:43Z<p>TheGuy: /* Concept */</p>
<hr />
<div>{{Infobox Game<br />
| type = official game<br />
| titleN = {{ruby-ja|東方虹龍洞|とうほうこうりゅうどう}}<br />
| titleEn = Unconnected Marketeers<br />
| image = [[File:Th18cover.jpg|256px|Unconnected Marketeers]]<br />
| developer1 = [[Team Shanghai Alice]]<br />
| publisher1 = [[Team Shanghai Alice]]<br />
| publisher1Cat = Team Shanghai Alice<br />
| released = Trial: 2021/03/21 ([[:category:Reitaisai 18|Reitaisai 18]])<br />Full version: 2021/05/04 ([https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Steam]) <br/> Retail: 2021/05/13<br />
| convention = <br />
| genre1 = Vertical Danmaku Shooting<br />
| gameplay = Single-Player Story Mode<br />
| platforms = [[Windows]] [[Wikipedia:Windows 8|8]]/[[wikipedia: Windows 10|10]]<br />
| requirements = <br />
*Processor: Core 2 Duo or faster<br />
*Memory: 1024 MB RAM<br />
*Graphics: Shader Model 2.0 compatible<br />
*DirectX: Version 9.0<br />
*Sound Card: DirectSound compatible<br />
| chronology =Touhou Series<br />
| chrono_prev =[[Sunken Fossil World]]<br />
| chrono_next =[[100th Black Market]]<br />
}}<br />
{{thtitle|Touhou |Kouryuudou|ruby=Rainbow Dragon Cave| ~ Unconnected Marketeers|jp=東方虹龍洞 ~ Unconnected Marketeers}} is the eighteenth official installment of the ''[[Touhou Project]]''. It was announced by [[ZUN]] on the ''Touhou Project'' news blog [[Touhou Yomoyama News]], February 2021.<ref name=announce>{{cite web|url=https://touhou-project.news/news/3368/|title={{lang|jp|東方Project 第18弾 東方虹龍洞 〜 Unconnected Marketeers}}|author=ZUN|date=February 27, 2021|language=ja}}</ref> A playable demo was released on March 21st the same year, at [[Reitaisai|Reitaisai 18]], with the full version being released on May 4th on Steam, while the retail version was released on May 13th.<br />
<br />
==Gameplay==<br />
{{Main|/Gameplay|l1=Gameplay|/Gameplay/Strategy|l2=Strategy|/Spell Cards|l3=Spell Cards|/Ability Cards|l4=Ability Cards|/Achievements|l5=Achievements}}<br />
There are four main characters: [[Reimu Hakurei]], [[Marisa Kirisame]], [[Sakuya Izayoi]] and [[Sanae Kochiya]].<br />
<br />
The game features 56 '''ability cards''' that can either be equipped before starting a playthrough (with some exceptions), or bought at a shop menu after each stage. While only a few are initially available to be equipped in advance, others can be unlocked via successive playthroughs.<br />
[[File:TH18Card.png|thumb|left|An example of the Ability Cards]]<br />
There are four subcategories of ability cards:<br />
* '''Active cards''' can be used at will with the C key (and switched between with the D key, if several are equipped at once). Most active cards have cooldowns which prevent them from being reused until enough time has passed.<br />
* '''Equipment cards''' give the player extra options which fire additional shots or erase enemy bullets they come in contact with.<br />
* '''Passive cards''' give the player miscellaneous gameplay perks, such as increased shot or spell power or the ability to gain resources under certain circumstances.<br />
* '''Item cards''' serve to increase the player's money, power, or resources when purchased or collected from enemies that drop them. Item cards cannot be equipped by default.<br />
<br />
==Concept==<br />
Production of the game started around the end of 2020. <ref>{{cite web|url=https://www.mildom.com/10922924|title=東方ステーション #27 東方虹龍洞特集 |trans-title=Touhou Station #27: Touhou Kouryuudou Edition|people=[[ZUN]]|type=Livestream|date=2021-07-17|website=Mildon|access-date=2021-07-17|language=ja|quote=「実際に手を動かしてるのは年末、でもその前からずっとアイデアは練ってるよ」「スケッチとかは書かない。覚えてなかったのは忘れる。小手先のテクニックに凝ってしまう気がする。ずっと頭の中でループさせておく」}}</ref> This game is described as a poppy, rainbow-colored shooting game with a refreshing atmosphere.<br />
<br />
==Story==<br />
{{Main|/Story|l1=Story|/Translation|l2=Translation|/Characters|l3=Characters}}<br />
The story revolves around the circulation of mysterious cards, which seem to contain the secrets of various humans and youkai.<br />
<br />
==Music==<br />
{{Main|/Music|l1=Music}}<br />
<br />
==Press==<br />
''Unconnected Marketeers'' was first announced on [[Touhou Yomoyama News]] on February 27, 2021, along with information about the characters and story, and several in-development screenshots. It officially released on May 4th, 2021 on Steam, a departure from its usual physical release at the summer [[Comiket]] event, due to the international COVID-19 crisis.<ref name=comiket-cancelled>{{cite web|url=https://www.siliconera.com/comiket-99-postponed-and-pushed-back-to-winter-2021/|title=Comiket 99 Postponed and Pushed Back to Winter 2021|author=Kazuma Hashimoto (SiliconEra)|date=March 8, 2021|language=en}}</ref> It is the first ever mainline ''Touhou Project'' game, including the PC-98 games, not to be released at a Comiket event.<br />
<br />
===Freebie for Participants of Comic1 BS Festival Special===<br />
[[File:Chimata_max.png|thumb|128px|Chimata's Participation Certificate for Free Market]] <br />
Those that bought the game at the doujin event Comic1 BS Festival Special in May 2021 received a special ability card featuring Chimata Tenkyuu and ZUN's signature.<br />
{{TranslateTable/Header}}<br />
{{TranslateTable<br />
| ja ='''千亦の自由市場参加証'''<br />
<br />
市場にて売買を満喫できるようになる天弓千亦の能力<br /><br />
このカードを持っていると、市場での売買が楽しくなり、将来の市場にも楽しく参加出来るようになる。<br />
<br />
ネット通販が当たり前のこの時代、<br /><br />
直接売買する市場なんて、もう消えゆく存在なのか?<br />
<br />
いや、人間がビットの集合体では無い限り、<br /><br />
市場の神の許可無き売買では決して満足できないだろう。<br /><br />
*このカードは購入後、強制的に装備させられます。<br />
| en ='''Chimata's Participation Certificate for Free Market'''<br />
<br />
With this card, you will have fun buying and selling in the market and will be able to participate in future markets.<br />
<br />
In this era when online shopping is commonplace. Will face-to-face market transactions disappear?<br />
<br />
No, unless humans are a collection of bits, we will never be satisfied with buying and selling without the permission of the god of the market.<br />
<br />
*This card will be forcibly equipped after purchase.<br />
}}<br />
{{TranslateTable/Footer}}<br />
<br />
==Additional Information==<br />
*The game's Japanese name ('''虹龍'''洞) contains the character for dragon ('''龍''') in [[Megumu Iizunamaru]]'s given name. The character for rainbow ('''虹''') may also reference [[Chimata Tenkyuu]]'s surname, which means rainbow in literary and dialectal Chinese. This same kanji contains the radical for bug (虫), character contained in [[Momoyo Himemushi]]'s surname (姫虫), and if the full kanji for rainbow is split into its components (虫工), it can vaguely mean "bug's labor" or "bug worker". This fits with the trend of game names making reference to their final bosses and other important characters.<br />
<br />
==External Links==<br />
* [https://touhou-project.news/news/3368/ ZUN's release blogpost]<br />
* [https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Steam]<br />
<br />
==References==<br />
{{smallrefs}}<br />
<br />
{{Navbox Touhou}}<br />
{{Navbox UM}}<br />
<br />
<br />
[[de:Unconnected Marketeers]]<br />
[[es:Unconnected Marketeers]]<br />
[[fr:Unconnected Marketeers]]<br />
[[it:Unconnected Marketeers]]<br />
[[pl:Unconnected Marketeers]]<br />
[[ru:Unconnected Marketeers]]<br />
[[zh:东方虹龙洞]]<br />
[[Category:Unconnected Marketeers]]<br />
[[Category:Reitaisai 18]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Unconnected_Marketeers/Gameplay&diff=457391Unconnected Marketeers/Gameplay2022-12-04T21:15:54Z<p>TheGuy: /* Glitches */</p>
<hr />
<div>{{stub}}<br />
This article describes the overall gameplay and background information for ''[[Unconnected Marketeers]]''.<br><br />
For general or level-specific strategy, see [[/Strategy|here]].<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] (presuming you have bombs left);<br />
*'''{{Key|Shift}}''' slows the character's movement and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|C}}''' activates the currently selected Active Card;<br />
*'''{{Key|D}}''' cycles through your Active Cards;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
===Basic Gameplay===<br />
''[[Unconnected Marketeers]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually "[[Spell Card]]s") with distinctive visual styles and behaviors that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained with certain Ability Cards. <br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is possible. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a white dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained with certain Ability Cards.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you collect a life fragment while you have the maximum number of lives, the life fragment will be added as a bomb fragment.<br />
<br />
When you lose a life, you also lose 1.00 power (0.07 is scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time. You will also lose 1/3 of your current funds (up to 100).<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off at full power. However, if you do continue, your current score will be reset back to 0 plus the number of times you have continued, and your bomb and life fragments will be reset to 0. You can no longer save a replay, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically incrementally stronger versions of the boss character's basic attack (usually first seen during the midboss section). 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, using a bomb, or activating certain Ability Cards, a substantial score bonus is rewarded for the feat.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Ability Cards===<br />
{{main|Unconnected Marketeers/Ability Cards}}<br />
<br />
Ability Cards are the main gimmick of Unconnected Marketeers. There are four types of Ability Cards:<br />
<br />
* '''Item Cards''': These grant the player resources. Enemies can also drop these.<br />
* '''Equipment Cards''': These add options to upgrade the player's shot or help erase bullets.<br />
* '''Passive Cards''': These give benefits to the player without needing to be activated.<br />
* '''Active Cards''': These clear bullets or give other benefits to the player by pressing C. Each one has a cooldown. If the player has multiple Active Cards, they can select which to use by pressing D.<br />
<br />
The player can choose to start the game with any card that they've previously obtained (barring Item Cards); upon clearing the main game, this increases to two, and upon clearing the game with the blank card, to a maximum of three.<br />
<br />
In addition, after each boss, and before the Extra boss, the player has the option of buying an Ability Card. The cards available are as follows:<br />
* '''Life Card''': Grants an extra life. Cost: 80.<br />
* '''Spell Card''': Grants an extra bomb. Free.<br />
* '''Money Comes and Goes On its Own''': Grants 50 money. Free.<br />
* '''Ringo-Brand Dango''': Grants 0.50 Power. Free.<br />
* The boss' signature Ability Card.<br />
* Three random Ability Cards that the player does not yet have.<br />
<br />
As expected, buying an Ability Card decreases the player's funds. If the player doesn't have sufficient funds to buy a card, they may also pay using their Power: 0.01 Power translates to 1 unit of money, but you can't go below 1.00 Power.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Unconnected Marketeers Translation}}<br />
There are four characters to choose from in the game, each with a unique shot and bomb.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! !! Unfocused Shot !! Focused Shot !! Bomb<br />
|-<br />
![[Reimu Hakurei]]<br />
|Homing amulets shot out in a spread.<br />
|Needles fired straight ahead.<br />
|Large orbs which fly around and home in on enemies.<br />
|-<br />
![[Marisa Kirisame]]<br />
|Lasers shot straight forward, and in a narrow spread at 3.00+ power.<br />
|Slow, straight-moving missiles with a blast radius.<br />
|A massive front-facing laser. Marisa's movement is greatly slowed while firing it.<br />
|-<br />
![[Sakuya Izayoi]]<br />
|Knives which can be aimed by moving. Moving left and right changes the angle, moving down increases spread, and moving up decreases spread. Staying still will bring the knives back to the default angle.<br />
|Locks the knives' angle.<br />
|Stops all bullets on screen, then clears them.<br />
|-<br />
![[Sanae Kochiya]]<br />
|Frogs with a blast radius fired in a spread.<br />
|Snakes fired forward which home in on enemies horizontally.<br />
|A delayed explosion that covers the entire screen.<br />
|}<br />
<br />
===Screen Layout===<br />
<br />
<br />
===Unlockable Features===<br />
* Stage Practice: This feature allows a shottype to practice a stage that they have reached in a full game run. You begin with 9 lives and full power. If you lose all your lives, you can't continue.<br />
* Extra Stage: By beating the game on any difficulty with a certain shottype, the Extra Stage is unlocked for said shottype.<br />
<br />
===Full Unlock Code===<br />
To unlock all unlockable content at once, navigate to to the Achievement screen, select number 13 and type out '''mastersdream'''. If done correctly, the 1up sound effect will play and the practice mode stages as well as the Extra Stage will be unlocked for all shottypes.<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below. Enemies will also drop more items if they are destroyed quickly.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. You can only graze a bullet once, so you won't gain any additional graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional graze.<br />
<br />
Grazing in ''[[Unconnected Marketeers]]'' has no effect on score.<br />
<br />
===Money Items===<br />
In addition to increasing the player's funds, money items are the major source of points in the game. The higher up on the screen you collect them, the more points they're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll show the value in ''yellow'' text. The point of collection is the ''same'' height as the height where point items reach their maximum value, so take advantage of this fact whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The maximum point value of money items is 1,000 times the player's current funds (or 500 times the player's current funds in Easy mode), up to a certain value based on the current difficulty:<br />
{| style="border-collapse: collapse;" border=1 width=180<br />
|- align=center<br />
| Easy || 200,000<br />
|- align=center<br />
| Normal || 500,000<br />
|- align=center<br />
| Hard || 700,000<br />
|- align=center<br />
| Lunatic || 1,000,000<br />
|- align=center<br />
| Extra || 500,000<br />
|}<br />
The maximum point value of money items will always be at least 10,000, regardless of the player's current funds.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power will grant points like Money Items instead.<br />
<br />
===Green Point Items===<br />
Green point items are released when bullets are cleared with bombs, by defeating a boss phase, or by using certain Ability Cards. Their value is equal to the player's current funds, rounded down to the nearest 10.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll know this is happening when the background changes (except for the Extra stage midboss) and the spell card's name appears in the upper right corner of the screen. If the boss's [[health bar]] is depleted within the time limit and without getting hit, using a bomb or using the Underground Sun card, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|}<br />
<br />
===Clear Bonus===<br />
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
{{stub|section}}<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay. <br />
<br />
Glitches reported only in the trial versions:<br />
*'''Shoplifting''': After purchasing an item from a shop at the end of a stage, the game can be paused and then unpaused to cause to open the shop again, allowing for indefinite purchases. Combined with the [[Unconnected Marketeers/Ability Cards#Item Cards|money card]], this allows for infinite money and thus infinite purchases of any card. Fixed as of v0.02a. [https://www.youtube.com/watch?v=AGCX-JPRFmU Video of this glitch].<br />
**'''Card stacking''': By performing the Shoplifting glitch, it is possible to obtain multiple copies of the same equipment card, passive card or active card. If you purchase around 100 or more of the same card, this may cause the game to crash.<br />
*'''Byakuren card desync''': [[Byakuren Hijiri]]'s card, Sutra of Dharmatic Power, can desync replays if used, no matter if it is equipped from the start or purchased mid-run, as the decreased card cooldown fails to carry over across stages.<br />
*'''Kanako card desync''': [[Kanako Yasaka]]'s card, Offerings to a Sacred Mountain, can desync replays if used. This happens because the lowered [[point of collection]] line is not carried over across stages.<br />
*'''Sannyo death glitch''': Sometimes, Sannyo's nonspells will spawn on top of the player character, killing her instantly. This is caused by the angle of the pattern being an uninitialized variable, which leads to undefined behavior. [https://www.youtube.com/watch?v=WrWY4ZgotjI Video of this glitch].<br />
*'''Sakuya Youmu''': If the player uses Sakuya and saves a replay, Sakuya's name will show as Youmu instead.<br />
<br />
Glitches reported in the full version:<br />
*'''Centipede desyncs''': [[Momoyo Himemushi]]'s card, Gluttonous Centi pede, can desync replays if equipped from the start as the increased power fails to carry over across stages. This can also happen if it is purchased on a stage prior to Stage 5 and a next stage is entered with its value higher than 1000. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Card switch desync''': The player can press D to switch cards after clearing a stage, before the next stage begins. If this is done in a full game run, it will desync the stage that comes directly after the switch. Replays affected by this glitch can be viewed normally and even fixed permanently through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Aya invincibility exploit''': Using [[Aya Shameimaru]]'s card, Gale Geta, it is possible to stay invincible indefinitely by rapidly inputting movement, at a rate of around 30 Hertz. [https://www.youtube.com/watch?v=EnwpQH8yVxk Video of this glitch].<br />
*'''Remilia extended hitbox''': Using [[Remilia Scarlet]]'s card, Vampire Fang, is used during Sakuya's bomb, it hits the boss regardless of where on the screen it is used. This does not work if [[Byakuren Hijiri]]'s card is also equipped, as it affects the bomb.<br />
*'''Card disappearance bug''': If the player restarts a run through the pause menu, any previously bought cards will no longer appear in any shop. This can be fixed by quitting to the menu.<br />
*'''Practice empty bomb stock''': In Practice mode after starting the game, the player will start without any bombs. This can be prevented by starting a full game run first.<br />
*'''Spell Practice timeout crash''': The game crashes if the [[Chimata Tenkyuu]]'s final Spell Card is timed out in Spell Practice mode.<br />
*'''Byakuren cooldown bug''': In Extra mode, if the player buys Byakuren's card in the shop, the decreased cooldown of the active card does not apply. Its effect of strengthening the player's bomb, however, still applies. If the card is equipped from the beginning, replays will usually desync once the Momoyo boss fight starts. Replays affected by this glitch can be viewed normally through the [[Game_Tools_and_Modifications#thprac|universal practice patch]].<br />
*'''Saki/Momoyo oversight''': If the player has both [[Saki Kurokoma]]'s card, Law of the Survival of the Fittest, as well as Momoyo's Centipede card equipped, the increased power from Saki's card will override that of Momoyo's card, rendering the latter useless.<br />
<br />
The following apply to multiple games, including ''Unconnected Marketeers'':<br />
*'''Wrong play time''': The play time information in Player Score is inconsistent and usually does not reflect the real in-game playtime, being much shorter than it should be.<br />
<br />
{{Navbox UM}}<br />
<br />
[[Category:Unconnected Marketeers]]<br />
[[Category:Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Great_Fairy_Wars/Gameplay&diff=455482Great Fairy Wars/Gameplay2022-10-30T16:54:38Z<p>TheGuy: /* Glitches */</p>
<hr />
<div>==Gameplay==<br />
===Controls===<br />
* '''Arrow Keys''' will move Cirno<br />
* Tapping '''Z''' releases a shot fire<br />
* Holding '''Z''' charges the Ice Barrier<br />
* Releasing '''Z''' will release the Ice Barrier<br />
* The '''X''' is the Perfect Freeze<br />
* '''C''' or '''Ctrl''' is rapid fire<br />
* '''Shift''' is slow mode<br />
*'''F10''' switches between fullscreen and windowed mode<br />
*'''Esc''' pauses the game and brings you to the in-game menu<br />
*'''Q''' returns you to the title screen when the game is paused<br />
*'''R''' returns you to the beginning of stage 1 when the game is paused<br />
*'''Ctrl''' fast-forwards through any dialogue and replay<br />
<br />
===Motivation===<br />
Cirno's remaining lives are represented in a percentage form. When you lose a life, you'll lose 100% Motivation. If this would be enough to bring you '''under''' 0%, you'll get a game over.<br />
<br />
Motivation will increase steadily as you destroy enemies and use Ice Power. Using Ice Power to destroy enemies will increase it more quickly.<br />
<br />
===Shot Power===<br />
Shot power is represented by a percentage. By using Ice Power and Perfect Freeze you can increase this power. For example, if you freeze 30% of the screen, it will add 30% to the shot power. There are 16 levels of shots. The percentage values are the same across all difficulties except for Easy. There isn't an easy formula to convert between power level and frozen area, but it generally starts off fast (50% will get you to the next level) and slows down (it takes 400% to get from Lvl 15 to Max).<br />
<br />
Below is a conversion table for convenience.<br />
<br />
{| border="1" style="border-collapse: collapse"<br />
|- <br />
! Power Level !! Easy !! Normal/Hard/Lunatic/Extra<br />
|-<br />
| LEVEL 1 || rowspan="2" | N/A || 0%–49%<br />
|-<br />
| LEVEL 2 || 50%–99%<br />
|-<br />
| LEVEL 3 || 0%–49% || 100%–199%<br />
|-<br />
| LEVEL 4 || 50%–99% || 200%–349%<br />
|-<br />
| LEVEL 5 || 100%–149% || 350%–499%<br />
|-<br />
| LEVEL 6 || 150%–199% || 500%–699%<br />
|-<br />
| LEVEL 7 || 200%–299% || 700%–899%<br />
|-<br />
| LEVEL 8 || 300%–449% || 900%–1099%<br />
|-<br />
| LEVEL 9 || 450%–599% || 1100%–1299%<br />
|-<br />
| LEVEL 10 || 600%–799% || 1300%–1499%<br />
|-<br />
| LEVEL 11 || 800%–999% || 1500%–1699%<br />
|-<br />
| LEVEL 12 || 1000%–1199% || 1700%–1999%<br />
|-<br />
| LEVEL 13 || 1200%–1399% || 2000%–2299%<br />
|-<br />
| LEVEL 14 || 1400%–1649% || 2300%–2599%<br />
|-<br />
| LEVEL 15 || 1650%–1999% || 2600%–2999%<br />
|-<br />
| LEVEL MAX || 2000%+ || 3000%+<br />
|}<br />
<br />
===Ice Power===<br />
Cirno has an Ice Power meter that works much like the camera in [[Shoot the Bullet]] and [[Double Spoiler]]. It will charge slowly from 0% to 100%. In order to charge it manually, you can hold down Z. By holding down Z and then releasing it, Cirno will release the Ice Power that was stored. If your charge is under 30%, you can't use it. You will hear a "click" sound when it is possible.<br />
<br />
When Cirno releases her Ice Power, it will freeze all nearby bullets. It will then freeze all bullets close to those bullets, and so on, for a certain period of time. After the period of time ends, the bullets will all disappear, and any enemies that get hit by the "shattering" ice will be damaged quite a bit.<br />
<br />
Depending on what percentage of Cirno's capacity you charged, the resulting effect will last longer. If you didn't charge up to over 30%, nothing will happen and you will resume firing normally: the accumulated power won't be wasted either.<br />
<br />
After the effect ends, you will receive a point bonus based on how much of the screen you filled up with ice (see table below). If you froze under 30% of the screen, your Ice Power will reset to 10% and your Perfect Freeze meter will increase with:<br />
1/4*(Percentage of screen frozen) + 2.5%<br />
If you froze over 30% of the screen, your Ice Power will reset to 20% and your Perfect Freeze meter will increase by 20%.<br />
<br />
Shooting will slow down the automatic generation if your shots aren't hitting anything. Hitting something will increase the rate of regeneration, and grazing will add even more to it.<br />
<br />
{| border="1" style="border-collapse: collapse"<br />
|-<br />
! Percentage of Screen Frozen<br />
! Point Bonus<br />
|- align="right"<br />
| 0.00% || 0 <!-- 10 per increment of 0.01% --><br />
|- align="right"<br />
| 10.00% || 10,000 <!-- 30 per increment --><br />
|- align="right"<br />
| 20.00% || 40,000 <!-- 60 per increment --><br />
|- align="right"<br />
| 30.00% || 100,000 <!-- 60 per increment --><br />
|- align="right"<br />
| 40.00% || 160,000 <!-- 100 per increment --><br />
|- align="right"<br />
| 60.00% || 360,000 <!-- 160 per increment --><br />
|- align="right"<br />
| 100.00% || 1,000,000<br />
|}<br />
(Linearly interpolate for intermediate values, with percentages in increments of 0.01%.)<br />
<br />
===Perfect Freeze===<br />
Cirno's bomb freezes all non-laser bullets on the screen (note that unlike her Ice Power, it will also freeze fireballs). Unlike bombs in other games, your Perfect Freeze meter will start at 0%, so you don't have any bombs available at the start.<br />
<br />
The bomb takes a while to fully activate, although the animation starts immediately. Cirno is invincible during the duration of the animation, but the bullets and fireballs won't freeze for a few seconds. This is incredibly useful for getting through a difficult section, but it can throw off your timing if you are trying to freeze a specific bullet pattern for score/power/motivation.<br />
<br />
Once the bomb goes off and freezes everything on the screen, the ice will behave normally: normal bullets (non-fire, non-laser) will freeze, enemies will get damaged based on how much ice breaks near them once it shatters, and you will receive a point bonus (identical to that of Ice Power) based on how much of the screen was frozen. The only difference is that the freeze will not charge up your Perfect Freeze meter.<br />
<br />
Each time you use the bomb, the Perfect Freeze meter will decrease by 100%. If it's 99% or below, you cannot use it. The meter itself can increase all the way to 300%, contrary to what it says in the manual.<br />
<br />
When you die, you'll gain 25% to Perfect Freeze, but not going over 300%).<br />
<br />
===Enemies===<br />
Cirno can run into most grunt enemies without getting hit, unlike other Touhou games. However, midbosses and bosses will still cause Cirno to lose a life.<br />
<br />
===Point Items===<br />
When enemies are destroyed they drop point items; as the name suggests they serve as a source of points. Regular items that have been auto-collected are worth 1000 points, while items that are collected manually are worth between 240 and 720 points. Destroying enemies using ice causes them to drop special point items that are larger and lighter in colour than regular items; these are worth four times as much as regular point items.<br />
<br />
===Spellcard Medals===<br />
This game has a medal system for spellcards.<br />
<br />
:Bronze<br />
::A Narrow Victory! - Card beaten, but you failed the bonus, because you died, used a bomb, or ran out of time. (For Marisa's last two cards, running out of time will not fail the bonus.)<br />
:Silver<br />
::A No-Miss Victory! - Card beaten without dying or bombing, but you froze bullets.<br />
:Gold<br />
::A No-Ice Victory! - Card beaten without dying, bombing, or freezing any bullets.<br />
<br />
===Spellcard Bonus===<br />
<br />
If you earn a silver or gold medal on a spell card, you'll receive a point bonus.<br />
<br />
This bonus starts at out at a value equal to:<br />
100,000 * (stage number + difficulty value)<br />
with difficulty value being:<br />
{| border=1 width=100 style="border-collapse: collapse"<br />
|- align="center"<br />
| Easy || 0<br />
|- align="center"<br />
| Normal || 1<br />
|- align="center"<br />
| Hard || 2<br />
|- align="center"<br />
| Lunatic || 3<br />
|}<br />
<br />
Bonuses in Extra have a starting value of 500,000.<br />
<br />
With the exception of Marisa's last two cards, this bonus decreases over time, starting 5 seconds after the spell card starts. In Extra, it decreases more quickly if you happen to be in one of Marisa's non-lethal lasers. It will not decrease below 10.<br />
<br />
===Unlockables===<br />
To unlock the extra stage, you must reach all 6 endings without continuing on any difficulty mode.<br />
<br />
===Full Unlock Code===<br />
To unlock all unlockable content at once, navigate to the Lunatic route C2 records in Player Data and type out '''yebisuthehop'''. If done correctly, the 1up sound effect will play and the Extra Stage will be unlocked.<br />
<br />
==Scoring==<br />
* Stage 1 Clear Bonus<br />
1000000<br />
* Stage 2 Clear Bonus<br />
2000000<br />
* Stage 3 Clear Bonus<br />
3100000 + (Motivation * 500000 * 2^[Difficulty level])<br />
* Extra Clear Bonus<br />
13000000 + (4000000 * Motivation)<br />
<br />
Motivation is expressed as a decimal in the formulas above. So if you have 425%, the value is 4.25.<br />
<br />
Difficulty level represents 0 for Easy, 1 for Normal, 2 for Hard, and 3 for Lunatic.<br />
<br />
The maximum clear bonus is 43,100,000 in Lunatic and 53,000,000 in Extra.<br />
<br />
==Glitches==<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay.<br />
<br />
Glitches reported in the full version:<br />
*'''Replay wrong route glitch''': If you reset your run while on Stage 2 or 3, then save a replay of that new run, it will be registered as a different route from the one you played. This renders the replay unwatchable; attempting to open it crashes the game. Every time it's performed, the route the replay will save as is shifted according to the following order: A1 → A2 → B1 → B2 → C1 → C2. The wrong route will be recorded on the scoreboard. Though the game will also show the wrong route as completed on the main menu, it will not actually count it as done for Extra Stage unlock progression. Continuing the glitch past C2 may crash the game at some point. Returning to the menu fixes this glitch.<br />
*'''Final spell softlock''': In Stage 3, during the final Spell Card of the game, you can cause the game to hang indefinitely by defeating one or two of the side fairies at the same time as the main boss fairy (best done via freezing). The spell will end and the fairies will scatter, but the stage will never end. This does not count as having cleared the game. You can still shoot and collide with the lingering fairies before they drift out of range.<br />
*'''Replays award bronze medals''': If you watch a replay that clears a certain Spell Card, the game will award you a bronze medal for that spell, if you haven't already cleared it yourself.<br />
*'''Route selection replay crash''': If you save a replay while in the route selection after defeating a Stage 1 boss, then watch that replay, it will crash the game at the end.<br />
*'''Replay Again bug''': On the pause menu during a replay, selecting Replay Again opens the manual, while a hidden option below it restarts the replay instead. If at the end of a replay, Replay Again is not selectable, but the hidden option that does the same thing ''is'' selectable.<br />
*'''Suicide bullet error''': Suicide bullets will still fire during boss dialogue. They cannot kill you, however, as you are invincible during dialogue.<br />
*'''Bomb counter error''': When performing a deathbomb, the bomb counter on the bottom left of the screen isn't affected, thus displaying an incorrect number of bombs.<br />
*'''C2 replay error''': A replay of a C2 run will incorrectly have its stages display as C1-X when selected.<br />
*'''Retry crash''': On Windows XP specifically, selecting Give Up and Retry may crash the game.{{cn}} This was observed after running out of continues on B1-3 during the midboss battle with Luna, but specific conditions are unknown.<br />
<br />
The following apply to multiple games, including ''Fairy Wars'':<br />
*'''Spritesheet glitch''': On very rare occasions, the game will load incorrectly, resulting in erratic behaviour during gameplay. The game will randomly and rapidly flash chunks of the entire spritesheet during play. If it occurs, the game stays this way until it's closed.<br />
<br />
{{Navbox FW}}<br />
[[Category:Fairy Wars]]<br />
[[Category:Gameplay]]<br />
[[ru:Fairy Wars/Геймплей]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Talk:Great_Fairy_Wars&diff=445364Talk:Great Fairy Wars2022-05-19T17:35:37Z<p>TheGuy: /* Page Title and Title Name, Again */</p>
<hr />
<div>==Page Title and Title Name, Again==<br />
I've seen absolutely nobody call this game "Fairy Wars", it's always been "GFW" not "FW". The "name" we all have been referring to was from the bottom of the in-game screen, and if we were to follow that MoF may as well be called WONDERLAND DESACRALIZATION as it's right next to the title.<br />
<br> If nobody opposes, I'll be changing "Fairy Wars" to "Great Fairy Wars". It's long overdue.--[[User:DracoGideon|DracoGideon]] ([[User talk:DracoGideon|talk]]) 18:34, 8 April 2022 (UTC)<br />
<br />
:I say go for it. There's no good reason for the wiki to be go so clearly against what the community at large thinks on this issue. --[[User:TheGuy|TheGuy]] ([[User talk:TheGuy|talk]]) 17:35, 19 May 2022 (UTC)<br />
<br />
== Restructuring ==<br />
<br />
Hey guys. I've been doing some moving around of information and wanted to set up a few guidelines to follow in general.<br />
* Get rid of "Miscellaneous" pages as soon as possible. I've taken all the information in that page and put it in other ones where it made more sense, so it's quite possible.<br />
* I made a new navbox(that's not really a navbox) - it's just a trial, so I wanted to see how people liked it.<br />
* Direct translation of the game manual doesn't constitute a gameplay article.<br />
* Gameplay articles should include information on ''how the game works'' not ''how the game should be played''. See [[Fairy Wars: Gameplay]] and [[Fairy Wars: Strategy]] for how I did this.<br />
* I've created a [[Fairy Wars: Tools|Tools page]] to house a list of tools and tweaks applicable to Fairy Wars. I see that Windows 2000 fix all the way down at the bottom - that would go great on that page.<br />
Just a few things. I'm planning on creating a page for each different tool in itself(Brightmoon, THxxBGM, etc.) in order to continue getting rid of the "Miscellaneous" category, as well. [[User:Darkslime|Darkslime]] 16:44, November 5, 2010 (UTC)<br />
<br />
==Page Title==<br />
<br />
Since edit wars might invariably start: Can we agree on, at the very least, what the 'main page' for this is going to be called? Alternate names can obviously be redirects (Much like Unthinkable Natural Law is for Hisoutensoku). Yes, there is "Fairy Wars" as a bit of english on the bottom of the in-game screen, but that's all there is in strict english. My personal vote is just to use the romanized Touhou Sangessei, much like was done for 12.3, as neither specifically featured english in the title. Obviously I'm not saying people can't use other names before someone misinterprets this as that, but rather, that the main page for this article should be Touhou Sangessei. Feel free to argue with me, but that's my two cents, and I figure best to start off a discussion now, as, y'know, edit wars are going to go nuts over this page soon, most likely. -- [[User:Garlyle|Garlyle]] 16:40, July 23, 2010 (UTC)<br />
: Fairy Wars, that's it -- [[User:KyoriAsh|KyoriAsh]] 16:45, July 23, 2010 (UTC)<br />
:: Touhou Sangessei already belongs to the 3 fairies series, so yeah. [[:User:Jigglyppuff8|!8RstuPId2Y]] 16:57, July 23, 2010 (UTC)<br />
::: Using ''Touhou Sangessei'' will confuse it with the printed works sharing the same name. I'm fine with either Fairy Wars or Great Fairy Wars for now. - [[User:Kiefmaster99|Kiefmaster99]] 21:07, July 23, 2010 (UTC)<br />
:::: Whelp, I created "Fairy Wars" on ru:touhou and it's been moved to "Yousei Daisensou ~ Touhou Sangessei". So we need to settle on something soon. I personally prefer Fairy Wars, or any permutation of such. [[User:Arekku|Momiji]] 03:47, July 24, 2010 (UTC)<br />
::::: I think it's a little too early to completely solidify a name right now. All we have are five screenshots and a title. Who knows? When the game is released, the jewel case might have an English name (like Double Spoier<!-- Yes, SPOIER -->) or maybe there's something else in the game that can be used as an English name. "Fairy Wars" works for me right now though. [[:User:Jigglyppuff8|!8RstuPId2Y]] <sup>[[User Talk:Jigglyppuff8|Talk]]</sup> <sub>[[Special:Contributions/Jigglyppuff8|Contribs]]</sub> 04:07, July 24, 2010 (UTC)<br />
:::::: Erm, the Double Spoiler already in the title screen, so the jewel case will be almost same as the title screen, that's means ''Yousei Daisensou'' (Preferable move to '''Great Fairy Wars''' - [[User:KyoriAsh|KyoriAsh]] 05:22, July 24, 2010 (UTC)<br />
<br />
<br />
It says "Fairy Wars" on the bottom right of the screenshots anyways, right? Hisoutensoku didn't have any official translation, in the title or otherwise. Even if it's not part of the official title, Fairy Wars is an official translation by ZUN.<br />
<br />
The English title for Yousei Daisensou is called Fairy Wars undeniably. But if one wanted to translate the word Yousei Daisensou by itself, i suggest it's translated as 'War of the Fairies'. I'd say this maybe because the Japanese translation for H.G Wells 'War of the Worlds' was translated as Uchuu Daisensou. Although the meaning is different, but you got the idea. - [[User:Reppu kiri|Reppu kiri]] 16:43, August 2, 2010 (UTC)<br />
<br />
:I've edited main article of this page, translated to follow Japanese title like "Great Fairy War". But now I'm having a possibility that "Fairy Wars" on some screenshots is put purposely for a parody of "Star Wars". If so, my opinion is we should keep this name.<br />
:And, well, this is an important assignment, but the Japanese counterpart title of "the War of the Worlds" isn't "Uchuu Daisensou" but "Uchuu Sensou". --[[:User:Masuo64|masuo64]] <sup>[[User Talk:Masuo64|Talk]]</sup> 07:56, August 3, 2010 (UTC)<br />
<br />
"It says "Fairy Wars" on the bottom right of the screenshots anyways, right? Hisoutensoku didn't have any official translation, in the title or otherwise. Even if it's not part of the official title, Fairy Wars is an official translation by ZUN." Argument over.<br />
:So was Double Spoier [sic], but we didn't keep that. I would be arguing apples and oranges though. DS is a spelling error/mistake, this one is an omission, not accounting for 大 (Great). This is just an inclusion issue. And no, unlike Hisoutensoku, there is not going to be a TL bitchfest over the meaning of 大. - [[User:Kiefmaster99|Kiefmaster99]] 14:28, August 12, 2010 (UTC)<br />
<br />
The misspelling 'Double Spoier' was only a singular instance. In all other instances with the title, (such as the title screen,) it is spelt correctly. On the other hand, Fairy Wars has appeared consistently as ZUN's translation (if only because there is so little information,) thus it is not a singular instance, and not an unintentional error, as far as we know. Unless ZUN has a different translation that includes the semantic role of 大 the closest thing we'll have to an official title is Fairy Wars.<br />
:Having tried the game now, I am now under the impression that if ZUN were to assign this game an English title, it would almost definitely be Fairy Wars. In addition to the HUD, Fairy Wars also shows up in a music title (His typo being oddly appropriate). Stick with Fairy Wars. - [[User:Kiefmaster99|Kiefmaster99]] 06:54, August 15, 2010 (UTC)<br />
<br />
<br />
<br />
Today's the day~ How exciting.<br />
<br />
==Gameplay==<br />
<br />
"The game plays somewhat like a fusion of the Shoot the Bullet series, and the Phantasmagoria series, combined with "standard" touhou gameplay." -- Does this first paragraph have any meaning at all? It basically just says "This has elements from previous touhou games." No duh.<br />
:It's Phantasmagoria in the sense that there is a charged shot+standard, StB in the sense that there is strategic use of charged shots, plus standard. The fact that it's fairy unique ought to be mentioned somehow. - [[User:Kiefmaster99|Kiefmaster99]] 06:54, August 15, 2010 (UTC)<br />
::I haven't tried this out yet, but that sounds a lot like Uwabami Breakers. And I '''''loved''''' Uwabami Breakers [[:User:Jigglyppuff8|!8RstuPId2Y]] <sup>[[User Talk:Jigglyppuff8|Talk]]</sup> <sub>[[Special:Contributions/Jigglyppuff8|Contribs]]</sub> 06:59, August 15, 2010 (UTC)<br />
<br />
== Cover image issues? ==<br />
<br />
Is it me or is the cover image not changing? I can open it by itself and it shows the CD cover scan, but the same image on the article page still shows the game screenshot. Anyone else getting this? [[User:Arekku|Momiji]] 16:52, August 16, 2010 (UTC)<br />
:I've been trying to fix this by myself for the past hour but to no avail. I can't seem to figure out how to get the old thumbs to change to the new one. All I get is a distorted version of the old image. The solution might have something to do with purging. <s>Or maybe try re-uploading it and see if that fixes it?</s> That didn't work.<br />
:120px:[[File:Th12.8cover.jpg|120px]], <br />
:121px:[[File:Th12.8cover.jpg|121px]]<br />
:(If both images are the same, the problem is considered to be fixed.) - [[User:Kiefmaster99|Kiefmaster99]] 17:24, August 16, 2010 (UTC)<br />
:Edit: I'm going to try another solution - use a file name that doesn't have two decimal points. Or just create a new image altogether. That works.<br />
<br />
Cirno is now on two cover images. We are all doomed.<br />
<br />
== Fonts used? ==<br />
<br />
Just out of curiosity, does anyone know what fonts ZUN used in this game? [[User:Blaze0041|Blaze0041]] 06:27, August 17, 2010 (UTC)<br />
<br />
==東方三月精 (Touhou Sangessei? Sangetsusei?)==<br />
<br />
I have come across multiple versions of this now. ''Sangessei'' is currently being used on this page. ''Sangetsusei'' is being used in the Glossary. Which one of these is it, or is it something else? Japanese Wikipedia gives me とうほうさんげつせい (touhou sangetsusei)、とうほうさんげっせい (touhou sangessei). The latter is cited with "単行本奥付による。『第2部』1巻は促音表記(初版で確認)、他はいずれも清音表記。" - [[User:Kiefmaster99|Kiefmaster99]] 23:29, August 27, 2010 (UTC)<br />
:Issue resolved by note on bottom of SaBND page. - [[User:Kiefmaster99|Kiefmaster99]] 05:20, September 20, 2010 (UTC)<br />
<br />
== How to make this game work on Windows 2000 ==<br />
<br />
Relevant video: [http://www.nicovideo.jp/watch/nm12050867]<br />
<br />
Instructions on using the KDW API Wraper: [http://win2kgaming.site90.com/phpBB2/viewtopic.php?f=6&t=292]<br />
<br />
What you want to do: put KernelXP.dll in the folder using the DLL wrappers installer, and use fcwin2k.exe to convert both custom.exe and th128.exe to using KernelXP.dll. It is quite simple to make it work on Windows 2000.<br />
<br />
Could this information perhaps be added somewhere?--[[User:Tosiaki|Tosiaki]] 00:51, September 20, 2010 (UTC)<br />
<br />
== Portrait art ==<br />
<br />
There's been rumours in the past that ZUN got help with (colouring) the portraits of some of the newer games. Of course I can't exactly confirm any part of this rumour myself. If anyone stumbles upon information regarding aiding in art in other games, please provide information. I was never too fond of the sentence "It is a continuation of a story in [[Strange and Bright Nature Deity]] and is the only [[danmaku]] game by [[ZUN]] where he did not draw the portraits himself.", as it is only true till the opposite is proven. [[User:Redtails|Redtails]] 14:04, November 6, 2010 (UTC)<br />
<br />
== About the Kanji {{lang|ja|大}} ==<br />
<br />
I see {{lang|ja|大}} in the title. Shouldn't the articles name change to "Great Fairy Wars"? {{User:Tony64/Sig}} 16:36, 27 March 2012 (UTC)<br />
:You may find your answer [[Talk:Fairy Wars#Page Title|in the very page you posted your question]] lol. --'''This message from [[User:Deathsoul4|DeltaSierra4]] was delivered on''' 17:14, 27 March 2012 (UTC)<br />
<br />
== Title translation ==<br />
<br />
There's some inconsistence in translation of {{lang|ja|東方三月精}}, being translated as ''Eastern Three Fairies'' in game's title and ''Touhou Three Moon Fairies'' in Music section as part of the title of ''Strange and Bright Nature Deity''. Furthermore I think that both may be wrong.<br />
<br />
My knowledge about Japanese is somewhat limited, but as far as I know:<br />
*東方 (Touhou) means "East", "Eastern"<br />
*三月 is March (lit. "third month")<br />
*精 may be either "spirit", "essence" or "fine details", or simply abbreviation of 妖精 - "fairy"<br />
I'd appreciate if someone knowing Japanese a bit better could prove me that the current translation is right.<br/><br />
[[User:DennouNeko|DennouNeko]] ([[User talk:DennouNeko|talk]]) 07:19, 3 September 2012 (EDT)<br />
: Seems like I won't know why literal translation is not literal... Oh well, never mind then.<br/>BTW, suggested literal translation would be "Eastern March Fairies"<br/>&bull;&nbsp;[[User:DennouNeko|DennouNeko]]&ndash;&#91;<div style="display:inline-block;font-size:80%;vertical-align:middle;line-height:1.2em;">[[User talk:DennouNeko|talk]]<br/>[[Special:Contributions/DennouNeko|contribs]]</div> 19:16, 10 October 2012 (EDT)<br />
<br />
::Part of the problem is that the title itself seems to contain inherent wordplay. Some of it is noted on [[Three Fairies of Light]]. Also, it's likely that 月 is referring to the moon, since the fairies have nothing to do with months, three months, or the 3rd month. The best literal translation would be "Eastern Three Moon Fairies". The figurative one used here seems to omit the moon, in part probably since it doesn't tie in with Sunny nor Star. [[User:Kiefmaster99|- Kiefmaster99]] ([[User talk:Kiefmaster99|talk]]) 22:18, 10 October 2012 (EDT)<br />
::::''The figurative one used here seems to omit the moon''<br />
:::I'll say it's "ignore" rather than "omit". Anyway, even though the most "literal" translation is "Three Moon Fairies" I think the "Three Fairies" is a lot more better translation, since without the wordplay it doesn't make much sense. You can drop the "lit." if you want to be strict with the definition.--[[User:Doncot|Doncot]] ([[User talk:Doncot|talk]]) 23:53, 10 October 2012 (EDT)<br />
<br />
:::: Hmm... Yeah, in such cases I'd either simply drop the "lit." or add literal translation and a note about the wordplay.<br />
:::: Well, there's also something that friend noted. Looking at the [[Fairy Wars/Story#Backstory|story]] the chances that everything is happening in March are also pretty high.<br />
:::: Anyway, this explained a lot. Thanks.<br />
:::: &bull;&nbsp;[[User:DennouNeko|DennouNeko]]&ndash;&#91;<div style="display:inline-block;font-size:80%;vertical-align:middle;line-height:1.2em;">[[User talk:DennouNeko|talk]]<br/>[[Special:Contributions/DennouNeko|contribs]]</div> 05:17, 11 October 2012 (EDT)<br />
<br />
:::::I'm still think that 三月 referring to March is incidental at best, as the title is not only used to refer to Fairy Wars (which takes place in spring) but also the other three manga works (which take place year-round). We could use "roughly 'Three Fairies'", ignoring the Moon part. [[User:Kiefmaster99|- Kiefmaster99]] ([[User talk:Kiefmaster99|talk]]) 10:31, 11 October 2012 (EDT)<br />
<br />
:::::: That's also true. And since the game was created after manga, it would be weird if it was intentionally referring to March.<br/>Well, I'm fine with the rough translation.<br/>&bull;&nbsp;[[User:DennouNeko|DennouNeko]]&ndash;&#91;<div style="display:inline-block;font-size:80%;vertical-align:middle;line-height:1.2em;">[[User talk:DennouNeko|talk]]<br/>[[Special:Contributions/DennouNeko|contribs]]</div> 10:44, 11 October 2012 (EDT)<br />
<br />
:::::::BTW, about the March thing: Although written in same kanji, March is read ''san'''ga'''tsu'', and as a native speaker I can assure you that I've never heard "''san'''ge'''tsu''" used for March - well, in fact all the "sangetsu" I get from googling are either Touhou Sangetsusei or ones coming from ''sangetsu'' written in 山月 (lit. "mountain moon") which is completely unrelated here.--[[User:Doncot|Doncot]] ([[User talk:Doncot|talk]]) 12:27, 11 October 2012 (EDT)<br />
<br />
:::::::: Thanks. I'll try to remember about it. &bull;&nbsp;[[User:DennouNeko|DennouNeko]]&ndash;&#91;<div style="display:inline-block;font-size:80%;vertical-align:middle;line-height:1.2em;">[[User talk:DennouNeko|talk]]<br/>[[Special:Contributions/DennouNeko|contribs]]</div> 12:46, 11 October 2012 (EDT)</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Great_Fairy_Wars&diff=445362Great Fairy Wars2022-05-19T15:17:32Z<p>TheGuy: misinformation</p>
<hr />
<div>{{Infobox Game<br />
| type = official game<br />
| titleN = {{ruby-ja|妖精大戦争|ようせいだいせんそう}}<br />{{ruby-ja|東方三月精|とうほうさんげつせい}}<br />
| titleEn = Fairy Wars<br />
| image = [[File:Th128cover.jpg|256px|Fairy Wars]]<br />
| caption = Official boxart for Fairy Wars<br />
| developer1 = [[Team Shanghai Alice]]<br />
| developer2 = [[Makoto Hirasaka]] (portrait art)<br />
| publisher1 = [[Team Shanghai Alice]]<br />
| publisher1Cat = Team Shanghai Alice<br />
| released = Full: 2010/08/14<br />
| convention = Comiket 78<br />
| website =<br />
| genre1 = Vertical Danmaku Freezing<br />
| gameplay = Single-Player Story Mode<br />
| platforms = [[Windows]] [[wikipedia:Windows XP|XP]]/[[wikipedia:Windows Vista|Vista]]/[[wikipedia:Windows 7|7]]<br />(can't run on [[wikipedia:Windows 2000|Windows 2000]] despite the information on the package)<br />
| requirements = *Pentium 1GHz<br />
*300 MB hard disk<br />
*Direct3D<br />
*DirectX 9.0c<br />
*64MB VRAM<br />
*DirectSound<br />
*256MB RAM<br />
| chronology =Touhou Series<br />
| chrono_prev =[[Double Spoiler]]<br />
| chrono_next =[[Ten Desires]]<br />
}}<br />
{{thtitle||Yousei Daisensou|ruby=Great Fairy Wars|&nbsp;~ Touhou {{ruby|Sangetsusei|Three Fairies}}|jp=妖精大戦争 ~ 東方三月精}} is a vertical "[[danmaku]] freezing" game. It is considered the "12.8th" official installment of the ''[[Touhou Project]]'', being released between ''[[Double Spoiler]]'' (12.5) and ''[[Ten Desires]]'' (13). It is also based on the ''[[Touhou Sangetsusei]]'' manga series, bearing that name.<br />
<br />
==Gameplay==<br />
{{Main|/Gameplay|l1=Gameplay|/Strategy|l2=Strategy|/Spell Cards|l3=Spell Cards}}<br />
''Fairy Wars'' is a vertical "[[danmaku]] freezing" game. Here, only one character can be controlled, and only has one "shot type". Besides the normal shot, an extra addition is the feature of freezing bullets that are shot at her. Almost any bullet will freeze if it comes in contact with the ice resulting in long, elaborate chains of ice. The bomb is not that regular. It is named the "perfect freeze" which will also freeze the bullets, but now which are at the whole screen. Instead of getting a live or bombs via a power-up, Cirno has a "motivation" which will start at 200% and will slowly increase. The same is for the perfect freeze, which uses a percentage. Each time you use the bomb, the perfect freeze meter will decrease by 100%. If the meter is lower then 100%, you cannot use it. The meter itself can increase all the way to 300%, contrary to what it says in the manual. At last, the shot power also uses a percentage, which will add more power every time a certain percentage is reached.<br />
<br />
Whereas the normal games have six stages, ''Fairy Wars'' has three stages that may be traveled by one of six routes. ''Fairy Wars'' also has an Extra stage, unlocked after completing all routes.<br />
<br />
==Concept==<br />
''Fairy Wars'' is a continuation of the story in the ''[[Strange and Bright Nature Deity]]'' volume 2 special "Great Fairy Wars", released on February 18th, 2009.<br />
<br />
The game was announced and released more than a year after the release of the special chapter. However, [[ZUN]] did hint at some sort of sequel at the end of the chapter,<ref>[[Strange and Bright Nature Deity]] vol. 2: Special Chapter "Great Fairy Wars" — "Special Chapter - Continued... maybe?"</ref> as well as another shooter game in ''[[Strange and Bright Nature Deity 2 (CD)|Strange and Bright Nature Deity 2 CD]]'' in the comments of track 1 describing the chapter as "the opening story to a normal shooting game".<br />
<br />
The game was intended to be short and easier to play through, since the protagonists were all fairies, thus there are only three stages. It did not have any complex dialogue and the story was easy to step into, even though the game is a follow-up to the special.<br />
<br />
As stated in the [[Fairy Wars/Translation/Afterword|afterword]], the title ''Yousei Daisensou'' is a parody of the title of ''[[Wikipedia:The Great Yokai War|Youkai Daisensou]]'', a film by [[Wikipedia:Takashi Miike|Takashi Miike]] and produced by [[Wikipedia:Kadokawa|Kadokawa]]. As the comic is published by the same studio, [[ZUN]] tried to have a little fun with the title. The length of the game was intended to be even shorter, but ZUN decided that making such short games was useless and not interesting for him. He attempted to make a longer game, but ran out of time and ended up with the final product of three stages and an Extra stage.<br />
<br />
ZUN felt that the game art should be done by the manga artist, so [[Makoto Hirasaka]] drew the portraits for the game. It is the first game developed by ZUN himself that does not use his own art, ''[[Phantasmagoria of Flower View]]'' notwithstanding.<br />
<br />
==Story==<br />
{{Main|/Story|l1=Story|/Translation|l2=Translation|/Characters|l3=Characters}}<br />
In the previous winter, the [[Three Fairies of Light]] wanted to gather other fairies to cooperate with each other. They decided that the only way to do so was with force, so they destroyed [[Cirno]]'s house. Cirno mistook this as a declaration of war. <br />
<br />
The following spring, after searching at various locations she finally meets all three of them at once, so she could punish them.<br />
<br />
Cirno was convinced she was the strongest, and would challenge anyone who looks strong. [[Aya Shameimaru]] said that there were some humans done with flower viewings, and that is where Cirno found [[Marisa Kirisame]].<br />
<br />
==Music==<br />
{{Main|/Music|l1=Music}}<br />
''Fairy Wars'' only holds 10 different tracks. The ninth track is based on the title theme. The last track is a new Player's Score theme, arranged from the original in ''[[Mountain of Faith]]'' to ''[[Undefined Fantastic Object]]'', and has been used in ''[[Ten Desires]]'', ''[[Double Dealing Character]]'', and ''[[Legacy of Lunatic Kingdom]]'' so far. Four tracks are used for stage themes and three for boss themes. For the first and second stage's boss fight the same track, "Staking Your Life on a Prank", is used. At stage 3 when you will meet the Three Fairies of Light the same theme is used, thus only [[Marisa Kirisame]] has her own theme. The first stage theme "The Refrain of the Lovely Great War") was first used in the music CD (''[[Strange and Bright Nature Deity 2 (CD)|{{lang|ja|東方三月精 ~}} Strange and Bright Nature Deity 2]]'') that accompanied ''[[Strange and Bright Nature Deity]]''. [[ZUN]] said in the music comments that even though it is the same track, you still will get different feelings hearing it as a stage theme. On the music comments at the CD the idea of the "Great Fairy Wars" was already planned, and ZUN said some of his thoughts about the game, and that the said theme could be some sort of "intro" to a new story, which it eventually became. [[File:Th128FailyWarsTypo.jpg|thumb|300px|The typo in the musicroom.]]<br />
<br />
The theme for [[Marisa Kirisame]] in the extra stage was originally planned to be an arrangement of Marisa's theme in ''[[Shuusou Gyoku]]''. ZUN claims to have forgotten the original song, the end result being that this new theme is something completely different.<br />
<br />
In the Music Room of ''Fairy Wars'', the subtitle for the stage 3 boss theme is misspelled as "Faily Wars", though "Fairy Wars" clearly appears in the song's description and in the bottom right corner of gameplay.<br />
<br />
On March 2011, the music CD ''[[Oriental Sacred Place 2 (CD)|{{lang|ja|東方三月精 ~}} Oriental Sacred Place 2]]'' was released. It has three tracks, all originating from ''Fairy Wars'': "Year-Round Absorbed Curiosity", "A Midnight Fairy Dance" and "Great Fairy Wars ~ Fairy Wars".<br />
<br />
==Press==<br />
{{stub|section}}<br />
The game's first announcement was at [[ZUN]] his [[Invisible Games and Japanese|blog]] in 23 July 2010.<ref>{{Cite web|url=http://kourindou.exblog.jp/12990219/|title=夏コミ情報|date=2010-07-23|accessdate=2011-10-26|author=[[ZUN]]|work=Blog: Invisible Games and Japanese|language=ja|trans-title=Summer Comiket Info}}</ref> A month later ZUN noted some issues with the [[Wikipedia:Windows 2000|Windows 2000]] compatibility. In the same blog he also noted that the difficulty "formula" is the same, just like any other Touhou game. <ref>{{Cite web|url=http://kourindou.exblog.jp/13075165/|title=連絡とお詫び|date=2010-08-12|accessdate=2011-10-26|author=[[ZUN]]|work=Blog: Invisible Games and Japanese|language=ja|trans-title=Contact and Apoligies}}</ref><br />
<br />
The final version was sold at [[:Category:Comiket 78|Comiket 78]] for 1000 yen. It was on purpose that ZUN did not had any plans for that year's summer Comiket.<br />
<br />
==English patches==<br />
{{thcrap|th128|http://www.mediafire.com/download/45p4fd622gi6h9j/th128_%28thpatch-en%29.zip}} <br />
<br />
*[http://www.gensokyo.org/archives/1518 Alternative English Static Patch v1.1 from Gensokyo.org]<br />
<br />
==See also==<br />
*[[Strange and Bright Nature Deity]]<br />
*[[Wikipedia:The Great Yokai War|Youkai Daisensou]] at Wikipedia<br />
<br />
==References==<br />
{{reflist}}<br />
<br />
==External links==<br />
===Official===<br />
*[http://kourindou.exblog.jp/12990219/ ZUN's first blog entry about the game], [[Invisible Games and Japanese/Summer Comiket Info|translation]]<br />
*[http://kourindou.exblog.jp/13075165/ ZUN's second blog entry about the game]<br />
*[http://kourindou.exblog.jp/13079419/ ZUN's third blog entry about the game]<br />
*[http://homepage3.nifty.com/clash/0609d.html Makoto Hirasaka's diary about the game]<br />
*[https://store.steampowered.com/app/1100180 Steam]<br />
<br />
{{Navbox Touhou}}<br />
{{Navbox FW}}<br />
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[[de:Fairy Wars]]<br />
[[es:Fairy Wars]]<br />
[[fr:Fairy Wars]]<br />
[[pl:Fairy Wars]]<br />
[[pt:Fairy Wars]]<br />
[[ru:Fairy Wars]]<br />
[[vi:Fairy Wars]]<br />
[[zh:妖精大战争]]<br />
[[Category:Fairy Wars| ]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Impossible_Spell_Card/Spell_Cards&diff=435441Impossible Spell Card/Spell Cards2021-11-07T05:05:49Z<p>TheGuy: no, it's a joke zun makes in the menu, they're not actually called that</p>
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<div>Every enemy [[spell card]] in ''[[Impossible Spell Card]]'' has been cataloged in this list. Each one contains a screenshot, with the name in both English and Japanese.<br />
<br />
:*[[/1st Day|1st Day Spell Cards]]<br />
:*[[/2nd Day|2nd Day Spell Cards]]<br />
:*[[/3rd Day|3rd Day Spell Cards]]<br />
:*[[/4th Day|4th Day Spell Cards]]<br />
:*[[/5th Day|5th Day Spell Cards]]<br />
:*[[/6th Day|6th Day Spell Cards]]<br />
:*[[/7th Day|7th Day Spell Cards]]<br />
:*[[/8th Day|8th Day Spell Cards]]<br />
:*[[/9th Day|9th Day Spell Cards]]<br />
:*[[/Last Day|Last Day Spell Cards]]<br />
<br />
{{Navbox ISC}}<br />
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[[es:Impossible Spell Card/Spell Cards]]<br />
[[fr:Impossible Spell Card Spell Cards]]<br />
[[pl:Impossible Spell Card/Karty zaklęć]]<br />
[[ru:Impossible Spell Card/Спелл-карты]]<br />
[[zh:弹幕天邪鬼/符卡]]<br />
[[Category:Impossible Spell Card]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Wily_Beast_and_Weakest_Creature/Gameplay&diff=422290Wily Beast and Weakest Creature/Gameplay2020-08-30T20:31:16Z<p>TheGuy: Added a small glitch</p>
<hr />
<div>[[File:Th17menu.png|thumb|400px|Title screen of the game]]<br />
This article describes the overall gameplay and background information for ''[[Wily Beast and Weakest Creature]]''.<br><br />
For general or level-specific strategy, see [[/Strategy|here]].<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] (presuming you have bombs left), or a "Spirit Strike";<br />
*'''{{Key|Shift}}''' slows the character's movement and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
===Basic Gameplay===<br />
''[[Wily Beast and Weakest Creature]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the number and type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually "[[Spell Card]]s") with distinctive visual styles and behaviors that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs (4 if the Otter Ghost was selected). Extra bombs are obtained by collecting bomb fragments, which appear during or after Roaring Mode when the player collects particular Fish Spirits items (see below). Three fragments are required per bomb.<br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 (or 4) bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is possible. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a white dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained by collecting life fragments, which appear during or after Roaring Mode when the player collects particular Item Fish Spirits (see below). Three fragments are required per life.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you collect a life fragment while you have the maximum number of lives, the life fragment will be added as a bomb fragment.<br />
<br />
When you lose a life, you also lose 1.00 Power points (0.07 are scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time.<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off. However, if you do continue, your current score will be reset back to 0, plus the number of times you have continued. The number of bomb fragments will be reset to 0, you can no longer save a replay, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
====Beast Spirit Partners====<br />
In addition to the three playable characters, the player can also select one of three Beast Spirits: Wolf, Otter or Eagle. '''Wolf''' increases the power and range of the player's focused shot, while '''Eagle''' increases the power and range of their unfocused shot (and in adds a piercing effect in Marisa's case). '''Otter''' greatly increases the power and duration of the player's bombs, and increases their default bomb count from 3 to 4. Regular stage enemies in ''[[Wily Beast and Weakest Creature]]'' tend to have noticeably more health than in other Touhou games, making each spirit's respective power-up extremely useful throughout the game.<br />
<br />
====Spirit Items and Roaring Mode====<br />
Spirit items are dropped by certain defeated enemies, as well as by bosses after clearing each of their attacks (with the exception of the last Spell Card in a stage). They drift around the screen diagonally and bounce off the walls, and will continue to do so until slightly more than 2 minutes have passed, at which point they will become semi-transparent and move off the screen (boss dialogue does not count towards this time limit). When the player is near a spirit item, it will slow down considerably. They come in two major types: beast items and fish items.<br />
*'''Beast Spirit items''' are colored icons depicting either a red wolf head, a green otter head, or a violet eagle head. They cycle through the three animals in that order (Wolf -> Otter -> Eagle -> Wolf) at regular intervals, with the icon's outline flashing yellow before each change. The change will not occur while the player is right next to an item, however. The change will also not occur if the Beast item has a blue outline (or yellow for Eagles — these will appear upon death and during a special Spell Card). <br />
*'''Fish Spirit items''' depict one of four regular items (high-value power, high-value points, bomb fragment or life fragment) surrounded by two blue fish. They don't cycle between types over time.<br />
<br />
Collecting a spirit item will place it in a slot in the lower-left corner of the screen, and filling all 5 slots will automatically trigger '''"Roaring Mode"'''.<br />
<br />
During Roaring Mode, the background will darken and a small gauge will appear underneath the player. Pressing the bomb key or getting hit before the gauge runs out will trigger a "Spirit Strike", which erases bullets in a circular area around the player and does minor damage to enemies nearby. When Roaring Mode ends, any fish spirits used to trigger it will be converted into their corresponding regular items (1 spirit = 30 power or point items, or 1 life or bomb fragment). Collecting additional spirits during Roaring Mode will refill the gauge by a very slight amount, and in the case of fish spirits, will automatically spawn their corresponding items right away. The gauge will also decrease at roughly half its usual speed as long as the player is not shooting. If Roaring Mode ends via time running out (as opposed to a Spirit Strike), two "Extra" beast spirits will also appear above the player after a short delay.<br />
<br />
If Roaring Mode is triggered with 3 or more beast spirits of the same type, it becomes '''Berserk Roaring Mode''', indicated by a colored flame graphic surrounding the player. Wolf and Eagle Mode replace both of the player's regular shots with an extremely powerful, wide-reaching variant of the shot that corresponds to the respective animal (focused for Wolf, unfocused for Eagle). This will be shot regardless of whether or not the character is focused, but never while the player isn't shooting. Otter Mode will spawn three ghostly otters that revolve around the player and erase any bullets that they touch. The mode that matches the player's chosen partner spirit (see above) will last much longer than the other two, and its duration will be increased even further based on how many matching spirits were collected.<br />
<br />
Losing a life will spawn two extra beast items corresponding to the player's chosen type. Unlike regular beast items, these ones have a blue outline and will not change type.<br />
<br />
Each stage also contains a '''Rare Beast Spirit''', which is dropped by the midboss if certain conditions are met. If a Rare Beast Spirit is used to trigger Roaring Mode, five spirit items will appear when the mode ends instead of the usual two (collecting a Rare Beast Spirit with Roaring Mode already active will have no effect).<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Stage 1 - Jellyfish<br />
| Defeat the midboss without destroying any of her wisps<br />
| Reward: Beast x4, life fish x1<br />
|-<br />
! Stage 2 - Cow<br />
| Defeat the midboss at point-blank range<br />
| Reward: Beast x3, life fish x1, bomb fish x1<br />
|-<br />
! Stage 3 - Chick<br />
| Defeat the midboss while in Otter Mode<br />
| Reward: Fish x5 (power, point, life, bomb x2)<br />
|-<br />
! Stage 4 - Turtle<br />
| Graze at least 10 bullets (4 on Easy) shortly before defeating the midboss<br />
| Reward: Beast x4, life fish x1<br />
|-<br />
! Stage 5 - Haniwa<br />
| Defeat the midboss while there are at least 4 Beast Spirits onscreen<br />
| Reward: Beast x4, life fish x1<br />
|-<br />
! Stage 6 - Horse<br />
| Defeat the midboss during a Spirit Strike<br />
| Reward: Beast x4, life fish x1<br />
|-<br />
! Extra Stage - Chicks<br />
| Capture [[Wily Beast and Weakest Creature/Spell Cards/Extra#Spell Card 091|Bloody Battle "Highly Spirited Oniwatari"]] without going above Kutaka<br />
| Reward: Beast x4, life fish x1<br />
|}<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically incrementally stronger versions of the boss character's basic attack (usually first seen during the midboss section). 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, using a bomb or triggering a Spirit Strike, a substantial score bonus is rewarded for the feat.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Wily Beast and Weakest Creature Translation}}<br />
There are three characters to choose from in the game, each with a focused and unfocused shot that receive boosts in power based on Roaring Mode and the player's chosen spirit partner.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! !! Unfocused Shot !! Focused Shot !! Wolf Mode !! Eagle Mode<br />
|-<br />
![[Reimu Hakurei]]<br />
|Homing amulets shot out in a spread. Eagle Spirit increases the size of the amulets and their number from 1 to 3 per option fired.<br />
|Needles fired straight ahead. Wolf Spirit doubles the needles' size.<br />
|A large stream covering about 1/3 of the screen's width.<br />
|Five giant streams of homing amulets.<br />
|-<br />
![[Marisa Kirisame]]<br />
|Lasers shot straight forward, and in a spread at 3.00+ power. Eagle Spirit gives the lasers a piercing effect.<br />
|Slow, straight-moving missiles with a blast radius. Wolf Spirit increases the blast radius.<br />
|Huge missiles with an even bigger blast radius.<br />
|Huge piercing lasers with a 5-way spread.<br />
|-<br />
![[Youmu Konpaku]]<br />
|Sword slashes fired straight ahead from Youmu and the spirit options trailing behind her. Eagle Spirit upgrades it to a 3-way spread.<br />
|A sword slash that must be charged up and travels further the higher the power level. Wolf Spirit increases the range.<br />
|A nonstop barrage of focused sword slashes.<br />
|Widespread and enlarged unfocused sword slashes that cover the entire screen.<br />
|}<br />
<br />
===Screen Layout===<br />
<br />
[[File:Th17ScreenLayout.jpg|thumb|500px|Screen layout|right]]<br />
The layout of the overall screen is typical for a ''[[Touhou Project]]'' [[shoot 'em up]].<br />
<br />
#Your character<br />
#*Roaring Mode timer<br />
#Player Score<br />
#*Hi-Score: your highest score for the current character, type, and difficulty<br />
#*Score: your current score<br />
#The number of remaining lives and bombs / The approximate location of the [[point of collection]]<br />
#*Right numbers: fragments needed for an extra life / bomb<br />
#Player Status<br />
#*Power: your shot power level, maxing out at 4.00<br />
#*Point value: the maximum points achievable of the point items<br />
#*Graze: the number of enemy shots that have grazed your [[hit box]] during the game<br />
#Enemy Status<br />
#*Stars: the number of [[health bar]]s the enemy has left<br />
#*Middle number: the amount of time left before the enemy's attack spell fails (self-destructs)<br />
#*Circular health bar<br />
#Spell Card Status<br />
#*Title: the name of the [[spell card]] being used<br />
#*Bonus: the constantly-updating value of the Spell Card Bonus<br />
#*History: the number of times you have "captured" the spell card currently being used, and the number of times you have faced it.<br />
#The [[boss]] enemy<br />
#Spirit slots<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. You can only graze a bullet once, so you won't gain any additional graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional graze.<br />
<br />
Despite the presence of a graze counter, grazing in ''[[Wily Beast and Weakest Creature]]'' does not appear to have any effect on score.<br />
<br />
===Point Items===<br />
As its 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're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll show the value in ''yellow'' text. The point of collection is the ''same'' height as the height where point items reach their maximum value, so take advantage of this fact whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The point items' starting value on all difficulties is 10,000.<br />
<br />
The point item value is increased by collecting green point value items. These items are released by shooting enemies during Roaring Mode, or by destroying enemy bullets via a voluntary Spirit Strike or clearing a boss phase. They are automatically collected, though losing a life before they reach the player will cause them to stop and fall straight down.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power act like Point items instead.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll 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 [[health bar]] is depleted within the time limit and without getting hit, using a bomb or triggering a Spirit Strike, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|} <br />
<br />
The bonus decreases over time, starting 5 seconds after the spell card starts. The bonus decreases at a constant rate of:<br />
2 / 3 × (starting value) / (time limit in seconds - 5) per second <!--check please?--><br />
<br />
===Clear Bonus===<br />
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay.<br />
* Replay glitch: if you select "Retry Game" from the pause menu while Roaring Mode is active, then save a replay of the following run, the replay will become bugged. Specifically, the items and Beast Spirits that would've resulted from the aborted attempt's Roaring Mode will immediately appear at the beginning of Stage 1, causing the replay to desync. Starting the bugged replay from any stage besides Stage 1 will not pose an issue. This glitch also applies to Practice Mode and Spell Practice.<br />
* Related to the above: if a full replay of the demo (ie. clear stage 3) ends with Roaring Mode still active, selecting "Return to Title" will cause the same bug if that replay is started again. Selecting "Replay Again" and ''then'' returning to the replay menu will not pose any issue.<br />
* If one of the previously mentioned replay-desync glitches is active, the player will usually be seen dying in the replay while he actually survived during his run. If the player reaches 0 lives and dies again, he will continue to respawn regardless of the amount of lives. The correct amount of lives will be displayed when the next stage is started. The replay will continue to play all available inputs for this stage and eventually run out; when this happens, the character stops moving completely until the next stage. An extreme number of ''Extra Beast Spirits'' can be created due to these deaths, which will also disappear at the start of the next stage.<br />
* Under the above conditions, a ''Roaring Mode'' triggered at the end of the level will have glitchy behaviors. The game will be in a constant ''Roaring Mode'' state and the ''Berserk Roaring Mode'' flame sprite will stay on screen independently of the character's position. While the ''Beast Spirit'' gauge will be seen full, you can still collect ''Beast Spirits'' and start a new ''Roaring Mode'', which will cancel the glitch. This does not appear to be the source of further desyncs. As seen in [https://clips.twitch.tv/GlamorousSavoryBaconLitty this clip].<br />
* Finally, certain short replays (like killing Kutaka's Extra Stage spells in Spell Practice before they start) experience an infamous [[Hidden Star in Four Seasons]] glitch, the sprintf buffer overflow. When replayed multiple times, images from one replay form an afterimage in the following replay. This will continue to darken the screen (due to the Spell Card backgrounds stacking) until new replays become imperceptible, all whilst lagging the game. The afterimages can still be seen after quitting the replay, during the loading screen. As seen [https://www.twitch.tv/videos/468885086?t=02h28m51s here].<br />
* Youmu Eagle is notoriously under-powered due to a typo in the game's code. Her damage cap reads '60' instead of '160', meaning she will deal a measly 60 damage at full power even though her slashes were supposed to deal over 100. <br />
* When Roaring Mode ends, if you immediately collect a Rare Beast Spirit and trigger another Roaring Mode in the time before the first Roaring Mode's Extra Beast Spirits spawn, those 2 Extra Spirits will be replaced by the set of 5 that the Rare Spirit rewards you with. This allows the player to collect the rewards from the Rare Spirit twice (once from the overwritten set and once from the 'regular' set), including any life or bomb fragments.<br />
* In Achievements, exiting quickly after selecting a new achievement will crash (CTD) the game. <br />
* In Spell Practice, against any of [[Kutaka Niwatari]]'s Extra Stage spellcards, she can be killed before her spellcard declaration. Doing this does not count as a capture, nor does it increment that spellcard's attempt count.<br />
* While watching replays and skipping, the music will also attempt to skip ahead so that the replay and music are always synced (this is intended). However, skipping during the final Extra Stage card will instead begin to play a different song, namely [[Wily Beast and Weakest Creature/Music#Ending_theme|The Animals' Rest]]. Skipping during the conversation thereafter will result in weird visual behavior of the stage background, and can also randomly play other songs, such as [[Wily Beast and Weakest Creature/Music#Staff_Roll_theme|Returning Home from the Underground]] and [[Wily Beast and Weakest Creature/Music#Stage_6_theme|Electric Heritage]].<br />
* The previous glitch can also sometimes happen during replays of regular stages. In these cases, the music played is the next Stage's theme.<br />
* Viewing Bad Endings from Achievements seems to be bugged. Viewing Reimu's skips to the Staff Roll, and viewing Marisa's or Youmu's seems to show you the Reimu A Extra Ending.<br />
* In a similar fashion, watching Reimu Eagle's Extra (achievement #15) will show you Reimu Wolf's instead.<br />
* Watching a replay in which another player finishes an achievement-worthy run of any kind will also unlock the achievement for you if you didn't already have it. This exploit makes the task of getting all in-game achievements extremely easy and pointless. As such, it's recommended never to watch someone else's replay to the very end.<br />
* A returning classic from ''Hidden Star in Four Seasons'': bombing during the timeout spell breaks it. This is believed to be due to the boss's bomb-invincibility, which wears off once the bomb is over. It would seem the bomb invincibility and the normal timeout-spell invincibility are stored in the same boolean. Someone should really tell ZUN about that one.<br />
* The "Pause+R" shortcut to quickly restart runs is disabled, despite being featured in [[Wily Beast and Weakest Creature/Translation|the manual]].<br />
* ''Spirit Items'' aren't effected by slowdown effects, such as when you defeat the Extra Boss. All other items are.<br />
* During a slowdown effect, many more items can be created on death than is intended. ''Extra Beasts'' will spawn several times over. This is however usually not a problem on unmodified versions of the game.<br />
* The Spirit slots on the HUD is not rendered in front of Reimu's amulet spell card attack, causing the large sprites to overlap in front of it as seen [https://youtu.be/z4sM9kPtRsk?t=64 here].<br />
* Marisa Eagle has a chance of her laser glitching; Marisa's lasers are supposed to be bit tilted, but they can sometimes be straight instead. This usually happens on stage 1 when fighting Eika Ebisu, when passing through the POC and getting a power level of 3 from the power items. This bug can be fixed by pressing shift to switch to focus fire.<br />
* Reimu's unfocused bullets, the homing amulets, have a destruction animation that is always scaled up as though you were using Eagle — even if you aren't. Conversely, Youmu's unfocused bullets destruction animation is always scaled down as though you weren't using Eagle, even if you are!<br />
<br />
The following apply to multiple games, including ''Wily Beast and Weakest Creature'':<br />
* Game loading will always fail if the game is minimized. <br />
* On many devices, capturing the game in full screen (either through screenshots or recording) is impossible and yields a black screen instead. <br />
* The Playtime information in Player Score is inconsistent and usually does not reflect the real in-game playtime, usually being much shorter.<br />
<br />
<br />
{{Navbox WBaWC}}<br />
<br />
[[Category:Wily Beast and Weakest Creature]]<br />
[[Category:Gameplay]]<br />
[[ru:Wily Beast and Weakest Creature/Геймплей]]<br />
[[fr:Wily Beast and Weakest Creature/Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Perfect_Cherry_Blossom/Spell_Cards/Phantasm&diff=421421Perfect Cherry Blossom/Spell Cards/Phantasm2020-07-20T03:55:25Z<p>TheGuy: </p>
<hr />
<div>{{SubpageNav|[[../|Spell Cards]]|Extra|}}<br />
__NOTOC__<br />
<br />
==Midboss Spell Cards==<br />
{{Spell Card Info<br />
| image =[[File:Th07SC129.jpg|192px|Screenshot]]<br />
| number =129<br />
| name =式神「前鬼後鬼の守護」<br />
| romaji =Shikigami "Zenki Goki no Shugo"<br />
| transname =[[Shikigami]] "Protection of Zenki and Goki" <ref>Zenki and Goki: the names of a pair of [[oni]] defeated and turned into vessels for [[shikigami]] by onmyouji [[Wikipedia:Abe no Seimei|Abe no Seimei]] or (in other stories) by [[Wikipedia:En no Gyoja|En no Ozunu]]. [[Yukari]] also has two crow shikigami named after these oni.</ref><br />
| owner =Ran Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Standard streaming, dual aimed bursts, keep moving with mind.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC130.jpg|192px|Screenshot]]<br />
| number =130<br />
| name =式神「憑依荼吉尼天」<br />
| romaji =Shikigami "Hyoui Dakiniten"<br />
| transname =Shikigami "Channeling Dakiniten" <ref>{{lang|ja|荼吉尼天}} ([[wikipedia:Dakini#In_Japanese_Buddhism|Dakiniten]]): a Japanese Buddhist goddess based on the Indian [[Wikipedia:Dakini|dakini]] who rides on a white fox. She is commonly identified with Izuna-Gongen ({{lang|ja|飯綱権現}}) and [[wikipedia:Inari Okami|Inari]] ({{lang|ja|稲荷}}).</ref><br />
| owner =Ran Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Standard trick, pattern of yin and yang, find the rhythm of Ran.<br />
}}<br />
<br />
==Boss Spell Cards==<br />
{{Spell Card Info<br />
| image =[[File:Th07SC131.jpg|192px|Screenshot]]<br />
| number =131<br />
| name =結界「夢と現の呪」<br />
| romaji =Kekkai "Yume to Utsutsu no Noroi"<br />
| transname =Barrier "Curse of Dreams and Reality" <ref>{{lang|ja|呪い}} can be pronounced "noroi" (curse) or "majinai" (spell).</ref><br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Heavy streaming, explosions of leaves and petals, watch your step always.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC132.jpg|192px|Screenshot]]<br />
| number =132<br />
| name =結界「動と静の均衡」<br />
| romaji =Kekkai "Dou to Sei no Kinkou"<br />
| transname =Barrier "Balance of Motion and Stillness"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Standard trick, homing spirits of curve, never look back.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC133.jpg|192px|Screenshot]]<br />
| number =133<br />
| name =結界「光と闇の網目」<br />
| romaji =Kekkai "Hikari to Yami no Amime"<br />
| transname =Barrier "Mesh of Light and Darkness"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Heavy dodging, the mesh is built with laser, don't get caught.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC134.jpg|192px|Screenshot]]<br />
| number =134<br />
| name =罔両「ストレートとカーブの夢郷」<br />
| romaji =Mouryou "Sutoreeto to Kaabu no Mukyou"<br />
| transname =Evil Spirits "Dreamland of Straight and Curve" <ref>{{lang|ja|罔両}} ({{lang|ja|魍魎}}; Mouryo): evil spirits of the mountains, rivers, trees, and stones.</ref><br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Heavy dodging, straight crystals and curved bubbles, escape exists always.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC135.jpg|192px|Screenshot]]<br />
| number =135<br />
| name =罔両「八雲紫の神隠し」<br />
| romaji =Mouryou "Yakumo Yukari no Kamikakushi"<br />
| transname =Evil Spirits "Yukari Yakumo's Spiriting Away" <ref>[[wikipedia:Spirit away|Spiriting Away]]: Refers to the mysterious disappearance of a person that happens when an angered god takes a person away.</ref><br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Standard trick, teleportation magic, additional laser array.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC136.jpg|192px|Screenshot]]<br />
| number =136<br />
| name =罔両「禅寺に棲む妖蝶」<br />
| romaji =Mouryou "Zendera ni Sumu Youchou"<br />
| transname =Evil Spirits "Bewitching Butterfly Living in the Zen Temple"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Light trick, listen for the sound, point blank on red.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC137.jpg|192px|Screenshot]]<br />
| number =137<br />
| name =魍魎「二重黒死蝶」<br />
| romaji =Mouryou "Nijuu Kokushichou"<br />
| transname =Sinister Spirits "Double Black Death Butterfly"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Heavy dodging, double rotation magic of major angle, depend on yourself.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC138.jpg|192px|Screenshot]]<br />
| number =138<br />
| name =式神「八雲藍」<br />
| romaji =Shikigami "Yakumo Ran"<br />
| transname =Shikigami "Ran Yakumo"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Standard trick, vertical alignment is Ran's goal, disperse the shikigami.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC139.jpg|192px|Screenshot]]<br />
| number =139<br />
| name =「人間と妖怪の境界」<br />
| romaji ="Ningen to Youkai no Kyoukai"<br />
| transname ="Boundary of Humans and Youkai"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Heavy dodging, stay within the gilded cage, wait for time of freedom.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC140.jpg|192px|Screenshot]]<br />
| number =140<br />
| name =結界「生と死の境界」<br />
| romaji =Kekkai "Sei to Shi no Kyoukai"<br />
| transname =Barrier "Boundary of Life and Death"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Unknown threat, defeat quickly or suffer, be praying.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC141.jpg|192px|Screenshot]]<br />
| number =141<br />
| name =紫奥義「弾幕結界」<br />
| romaji =Yukari Ougi "Danmaku Kekkai"<br />
| transname =Yukari's Arcanum "Danmaku Barrier"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Unknown threat, intimidation of the highest level, be praying.<br />
}}<br />
<br />
{{SubpageNav|[[../|Spell Cards]]|Extra|}}<br />
<br />
==Notes==<br />
{{smallrefs}}<br />
<br />
{{Navbox PCB}}<br />
[[es:Perfect Cherry Blossom: Spell Cards del Phantasm]]<br />
[[fr:Perfect Cherry Blossom: Spell Cards du Stage Phantasm]]<br />
[[ru:Perfect Cherry Blossom/Спелл-карты/Фантазм]]<br />
[[zh:东方妖妖梦/符卡/Phantasm]]<br />
[[Category:Perfect Cherry Blossom]]<br />
[[Category:Spell Cards]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Perfect_Cherry_Blossom/Spell_Cards/Phantasm&diff=421420Perfect Cherry Blossom/Spell Cards/Phantasm2020-07-20T03:54:52Z<p>TheGuy: </p>
<hr />
<div>{{SubpageNav|[[../|Spell Cards]]|Extra|}}<br />
__NOTOC__<br />
<br />
==Midboss Spell Cards==<br />
{{Spell Card Info<br />
| image =[[File:Th07SC129.jpg|192px|Screenshot]]<br />
| number =129<br />
| name =式神「前鬼後鬼の守護」<br />
| romaji =Shikigami "Zenki Goki no Shugo"<br />
| transname =[[Shikigami]] "Protection of Zenki and Goki" <ref>Zenki and Goki: the names of a pair of [[oni]] defeated and turned into vessels for [[shikigami]] by onmyouji [[Wikipedia:Abe no Seimei|Abe no Seimei]] or (in other stories) by [[Wikipedia:En no Gyoja|En no Ozunu]]. [[Yukari]] also has two crow shikigami named after these oni.</ref><br />
| owner =Ran Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Standard streaming, dual aimed bursts, keep moving with mind.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC130.jpg|192px|Screenshot]]<br />
| number =130<br />
| name =式神「憑依荼吉尼天」<br />
| romaji =Shikigami "Hyoui Dakiniten"<br />
| transname =Shikigami "Channeling Dakiniten" <ref>{{lang|ja|荼吉尼天}} ([[wikipedia:Dakini#In_Japanese_Buddhism|Dakiniten]]): a Japanese Buddhist goddess based on the Indian [[Wikipedia:Dakini|dakini]] who rides on a white fox. She is commonly identified with Izuna-Gongen ({{lang|ja|飯綱権現}}) and [[wikipedia:Inari Okami|Inari]] ({{lang|ja|稲荷}}).</ref><br />
| owner =Ran Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Standard trick, pattern of yin and yang, find the rhythm of Ran.<br />
}}<br />
<br />
==Boss Spell Cards==<br />
{{Spell Card Info<br />
| image =[[File:Th07SC131.jpg|192px|Screenshot]]<br />
| number =131<br />
| name =結界「夢と現の呪」<br />
| romaji =Kekkai "Yume to Utsutsu no Noroi"<br />
| transname =Barrier "Curse of Dreams and Reality" <ref>{{lang|ja|呪い}} can be pronounced "noroi" (curse) or "majinai" (spell).</ref><br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Heavy streaming, explosions of leaves and petals, watch your step always.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC132.jpg|192px|Screenshot]]<br />
| number =132<br />
| name =結界「動と静の均衡」<br />
| romaji =Kekkai "Dou to Sei no Kinkou"<br />
| transname =Barrier "Balance of Motion and Stillness"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Standard trick, homing spirits of curve, never look back.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC133.jpg|192px|Screenshot]]<br />
| number =133<br />
| name =結界「光と闇の網目」<br />
| romaji =Kekkai "Hikari to Yami no Amime"<br />
| transname =Barrier "Mesh of Light and Darkness"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Heavy dodging, the mesh is built with laser, don't get caught.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC134.jpg|192px|Screenshot]]<br />
| number =134<br />
| name =罔両「ストレートとカーブの夢郷」<br />
| romaji =Mouryou "Sutoreeto to Kaabu no Mukyou"<br />
| transname =Evil Spirits "Dreamland of Straight and Curve" <ref>{{lang|ja|罔両}} ({{lang|ja|魍魎}}; Mouryo): evil spirits of the mountains, rivers, trees, and stones.</ref><br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Heavy dodging, straight crystals and curved bubbles, escape exists always.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC135.jpg|192px|Screenshot]]<br />
| number =135<br />
| name =罔両「八雲紫の神隠し」<br />
| romaji =Mouryou "Yakumo Yukari no Kamikakushi"<br />
| transname =Evil Spirits "Yukari Yakumo's Spiriting Away" <ref>[[wikipedia:Spirit away|Spiriting Away]]: Refers to the mysterious disappearance of a person that happens when an angered god takes a person away.</ref><br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Standard trick, teleportation magic, additional laser array.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC136.jpg|192px|Screenshot]]<br />
| number =136<br />
| name =罔両「禅寺に棲む妖蝶」<br />
| romaji =Mouryou "Zendera ni Sumu Youchou"<br />
| transname =Evil Spirits "Bewitching Butterfly Living in the Zen Temple"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Light trick, listen for the sound, point blank on red.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC137.jpg|192px|Screenshot]]<br />
| number =137<br />
| name =魍魎「二重黒死蝶」<br />
| romaji =Mouryou "Nijuu Kokushichou"<br />
| transname =Sinister Spirits "Double Death Butterfly"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Heavy dodging, double rotation magic of major angle, depend on yourself.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC138.jpg|192px|Screenshot]]<br />
| number =138<br />
| name =式神「八雲藍」<br />
| romaji =Shikigami "Yakumo Ran"<br />
| transname =Shikigami "Ran Yakumo"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Standard trick, vertical alignment is Ran's goal, disperse the shikigami.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC139.jpg|192px|Screenshot]]<br />
| number =139<br />
| name =「人間と妖怪の境界」<br />
| romaji ="Ningen to Youkai no Kyoukai"<br />
| transname ="Boundary of Humans and Youkai"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Heavy dodging, stay within the gilded cage, wait for time of freedom.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC140.jpg|192px|Screenshot]]<br />
| number =140<br />
| name =結界「生と死の境界」<br />
| romaji =Kekkai "Sei to Shi no Kyoukai"<br />
| transname =Barrier "Boundary of Life and Death"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Unknown threat, defeat quickly or suffer, be praying.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th07SC141.jpg|192px|Screenshot]]<br />
| number =141<br />
| name =紫奥義「弾幕結界」<br />
| romaji =Yukari Ougi "Danmaku Kekkai"<br />
| transname =Yukari's Arcanum "Danmaku Barrier"<br />
| owner =Yukari Yakumo<br />
| stage =Phantasm<br />
| difficulty =Phantasm<br />
| comment =Unknown threat, intimidation of the highest level, be praying.<br />
}}<br />
<br />
{{SubpageNav|[[../|Spell Cards]]|Extra|}}<br />
<br />
==Notes==<br />
{{smallrefs}}<br />
<br />
{{Navbox PCB}}<br />
[[es:Perfect Cherry Blossom: Spell Cards del Phantasm]]<br />
[[fr:Perfect Cherry Blossom: Spell Cards du Stage Phantasm]]<br />
[[ru:Perfect Cherry Blossom/Спелл-карты/Фантазм]]<br />
[[zh:东方妖妖梦/符卡/Phantasm]]<br />
[[Category:Perfect Cherry Blossom]]<br />
[[Category:Spell Cards]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Legacy_of_Lunatic_Kingdom/Gameplay&diff=419852Legacy of Lunatic Kingdom/Gameplay2020-06-02T00:48:05Z<p>TheGuy: /* Glitches */</p>
<hr />
<div>[[File:Th15TitleScreen.jpg|thumb|400px|Title screen of the game]]<br />
This article describes the overall gameplay and background information for ''[[Legacy of Lunatic Kingdom]]''.<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[spell card]] or spiritual attack (presuming you have bombs left)<br />
*'''{{Key|Shift}}''' slows the character's movement, and changes the nature of the character's shot; it generally makes your attacks more focused.<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused<br />
*'''{{Key|R}}''' returns you to the beginning of stage 1 when the game is paused<br />
*'''{{Key|Shift}}+{{Key|C}}''' in the pause screen returns you to the title screen.<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory. (Only works in 32-bit color mode.)<br />
<br />
===Basic Gameplay===<br />
''[[Legacy of Lunatic Kingdom]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
However, unique to ''Legacy of Lunatic Kingdom'' is the Pointdevice Mode, in which rather than the player having traditional lives, the game state resets to a checkpoint when the player is hit. The Legacy Mode uses traditional lives.<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the number and type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually [[spell card]]s) with distinctive visual styles that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen. <!--Most shot types also become invincible during a bomb and for a short time after the bomb's effect wears off; however, MarisaB and SakuyaA only are invincible for a short period after the bomb is launched.--><br />
<br />
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained by collecting bomb fragments, which appear on collecting Chapter Finish bonuses in Pointdevice Mode (see below), and are dropped by boss attacks in Extra; five fragments are required per bomb<br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is here. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a colored dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
In Pointdevice Mode, lives are not used. Instead, the game is divided to chapters and each chapter ends with a waypoint. If the player gets hit the game state will automatically revert to that at the last waypoint, but with 0.01 less power for each such reset (up to a maximum of 0.50).<br />
<br />
In Legacy Mode, you start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained by collecting 1up items or life fragments, which appear on collecting Chapter Finish bonuses (replacing bomb fragments in Pointdevice Mode); the number of fragments required per life is 3 in the main game and 5 in Extra.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you receive an extra life when you already have the maximum, that life will be lost.<br />
<br />
When you lose a life, you also lose 0.50 Power points (0.07 are scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time.<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off. However, if you do continue, your current score will be reset back to 0, plus the number of times you have continued. The number of bomb fragments will be reset to 0, you can no longer save a replay after continuing, and can reach the "Bad Ending" if you finish the game. You may continue up to 3 times on Easy and Normal, 4 times on Hard, and 5 times on Lunatic. -You may not continue in the Extra stage.<br />
<br />
====Chapters====<br />
Each stage is subdivided into chapters. The boundaries between chapters, or waypoints, correspond to fixed points within the stage, as well as after every boss attack. When the player passes a chapter they will receive a Chapter Finish Bonus (below). In addition, in Pointdevice Mode the player's game state will be saved after each chapter, and if the player gets hit they will revert to the start of the chapter, except with 0.01 power deducted for each such reset. This deduction is capped, so unless you were low on power to begin with, you're guaranteed to have some amount of power regardless of how often you fail.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically 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.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
<!--When a boss attack is defeated without getting hit or using any bombs, the boss will release a bomb or life fragment (as mentioned above, every fifth bomb fragment dropped will be replaced by a life fragment).--><br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Legacy of Lunatic Kingdom Translation}}<br />
There are four characters to choose from in the game, each with one shot type. As in ''[[Ten Desires]]'', each shot type has different shots for focused and unfocused movements, and each character has a special ability.<br />
<!--<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! [[Reimu Hakurei]]<br />
Ability: Has a smaller hitbox.<br/><br />
Reimu is rather weak, but she can attack almost everywhere on the screen.<br />
| '''Reimu A'''<br />
Unfocused uses homing amulets. Focused uses a spinning purification rod that homes in on [[stage enemies]]. Power increases the length of the purification rod, and the number of homing amulets.<br />
| '''Reimu B'''<br />
Unfocused uses homing amulets. Focused uses persuasion needles. Power increases the number of needles and homing amulets.<br />
|-<br />
! [[Marisa Kirisame]]<br />
Ability: Slightly lower auto-collection line.<br/><br />
Marisa is powerful but has a rather low spread.<br />
| '''Marisa A'''<br />
Unfocused uses illusion lasers. Focused uses a flamethrower [[hakkero]]. Power increases the number of lasers and increases the power/width of the flamethrower.<br />
| '''Marisa B'''<br />
Unfocused uses illusion lasers. Focused uses magic missiles that make enemies drop Power items. Power increases the number of missiles and lasers.<br />
|-<br />
! [[Sakuya Izayoi]]<br />
Ability: Slower item falling speed.<br/><br />
Sakuya is rather powerful but tends to focus on a single enemy. She has a fair spread while unfocused.<br />
| '''Sakuya A'''<br />
Unfocused uses throwing knives. Focused uses silver blades that slow an enemy and then explode. Power increases the number of knives and blades.<br />
| '''Sakuya B'''<br />
Unfocused uses throwing knives. Focused uses green knives that steal green score items. Power increases the number of knives.<br />
|}--><br />
<br />
===Screen Layout===<br />
[[File:Th15ScreenLayout.jpg|thumb|500px|Screen layout|right]]<br />
The layout of the overall screen is typical for a ''[[Touhou Project]]'' [[shoot 'em up]].<br />
<br />
#Your character<br />
#Player Score<br />
#*High Score: your highest score for the current character, type, and difficulty<br />
#*Score: your current score<br />
#The number of remaining lives and bombs / The approximate location of the [[point of collection]]<br />
#*Right numbers: fragments needed for an extra life / bomb<br />
#Player Status<br />
#*Power: your shot power level, maxing out at 4.00<br />
#*Point value: the maximum points achievable of the point items<br />
#*Graze: the number of enemy shots that have grazed your [[hit box]] during the game<br />
#Enemy Status<br />
#*Stars: the number of [[health bar]]s the enemy has left<br />
#*Middle number: the amount of time left before the enemy's attack spell fails (self-destructs)<br />
#*Circular health bar during one star<br />
#Spell Card Status<br />
#*Title: the name of the [[spell card]] being used<br />
#*Bonus: the constantly-updating value of the Spell Card Bonus<br />
#*History: the number of times you have "captured" the spell card currently being used, and the number of times you have faced it.<br />
#The [[boss]] enemy<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. The graze counter will increase at a slow rate for as long as the player remains near the bullet. If one continues to graze a bullet for a short time, the bullet will release a graze item, which adds 5 graze to the counter. In addition, after grazing for a short time an aura appears; while this aura is present items will fall more slowly.<br />
<br />
===Point Items===<br />
As its 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're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll 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 whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The point items' starting value on all difficulties is 10,000.<br />
<br />
The point item value is increased by grazing, and collecting green point value items. These items are released by cancelling enemy bullets, which can come from finishing a boss attack, or using a bomb.<!--However, [[spell card]]s won't produce green items when timed out, or from bombs (except SakuyaB's bomb). In addition, damaging enemies/[[boss]]es with the focused shot, or with either shot at full power, will release green items as well.--> Green items also add 10 points each directly to your score.<br />
<br />
The total added point item value is:<br />
(number of green items collected × 2) + (graze counter)<br />
This is rounded down to the nearest 10.<br />
<br />
In addition, bonus point item value is awarded along with the Chapter Finish bonus (see below).<br />
<br />
The point item value can only increase up to a certain maximum value, depending on the chosen difficulty:<br />
<br />
{| class="wikitable"<br />
! Difficulty<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra<br />
|-<br />
! Maximum value<br />
| 250,000<br />
| 500,000<br />
| 500,000<br />
| 500,000<br />
| 500,000<br />
|}<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power are instead worth 10,000 points.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll 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 [[health bar]] is depleted within the time limit and without getting hit or using a bomb, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number + 1 million × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0<br />
| 1<br />
| 2<br />
| 3<br />
| 4<br />
|} <br />
<br />
Except for [[Clownpiece]]'s first and fifth, [[Junko]]'s sixth and [[Hecatia Lapislazuli]]'s ninth spell cards, the bonus decreases over time starting 5 seconds after the spell card starts. The bonus decreases at a constant rate of:<br />
2 / 3 × (starting value) / (time limit in seconds - 5) per second<br />
<br />
===Chapter Finish Bonus===<br />
The Chapter Finish bonus is awarded whenever the player passes a waypoint. The player's graze and the proportion of enemies defeated in the chapter are totalled, and the bonus is then calculated as follows:<br />
<br />
Chapter Graze × Shooting Down % × 50<br />
<br />
If this totals over 1 million, the player will be awarded a bomb fragment in Pointdevice Mode, or a life fragment in Legacy Mode. In addition, for every 50,000 points, the item value is increased by 10.<br />
<br />
===Clear Bonus===<br />
At the end of a [[stage]], the player is awarded a clear bonus.<br />
(stage × 5 million)<br />
<br />
At the end of the game, the player is awarded a clear bonus as well.<br />
Easy/Normal/Hard/Lunatic: (stage bonus (30 million) + 10 million × lives + 3 million × bombs)<br />
Extra: (stage bonus (35 million) + 40 million × lives + 4 million × bombs)<br />
<br />
==Glitches==<br />
{{multiple image<br />
| direction =horizontal<br />
| image1 =Th15_001.jpg<br />
| width1 =200<br />
| alt1 =Hitbox glitch 1<br />
| caption1 =Hitbox glitch 1<br />
| image2 =Th15_000.jpg<br />
| width2 =200<br />
| alt2 =Hitbox glitch 2<br />
| caption2 =Hitbox glitch 2<br />
}}<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't suppose to be part of the original gameplay.<br />
<br />
*'''Hitbox glitches''' — Sometimes, when hit by a bullet, the hitbox will freeze in place. A life isn't lost even if dying animation is played. A new hitbox will occur, but the frozen one still can be hit, which causes loosing a life. Another hitbox glitch displays an enlarged hitbox on the screen even if it can't be hit; it's just animation. The code for this likely to have come from ''[[Double Dealing Character]]'' for when [[Shinmyoumaru Sukuna]] was able to enlarge the player character. This occurred in the trial version.<br />
*'''Master Spark glitch''' — Sometimes, Marisa can shoot two Master Sparks at once. It's a graphical glitch that has another master spark firing in the opposite direction to the first one, but it won't do any damage to anything. However, when proper animation of the bomb ends, the glitched master spark will jump randomly on the screen. For reference, here's a [https://www.youtube.com/watch?v=okSJWabn1Oo Youtube Video]. This occurred in the trial version.<br />
** Sometimes, the Master Spark will spin around very fast. <!--there was youtube video --><br />
*'''Junko's Lives glitch''' — Junko's life count starts at six, but drops to three once she casts her first spellcard.<br />
*'''Waypoint load Power increase''': When loading a saved pointdevice mode game, your power may be .50 higher than what it was before. <!--Don't know the exact circumstances necessary to duplicate this. In my case, I quit the game after failing at Junko's final spellcard for like the 200th time with Reisen at 3.20 power, and when I got back to it I had 3.70 ~~~~--><br />
*'''Becoming [[wikipedia:The Matrix|the One]]''': When dying after defeating Junko in Pointdevice Mode, the game will reset your progress, [https://youtu.be/I61zR4vw0ho but the slowdown from her defeat is still in effect]. Junko will also become invincible.<br />
*'''Red Screen Glitch''': Whenever a player uses Reimu's spell bomb (Spirit Sign "Fantasy Seal") repeatedly, the screen would turn red. This was corrected in v1.00b.<br />
*'''Invincible Bosses''': If you use Reisen's bomb exactly when a spell card starts, the boss will be unable to take damage.<br />
<br />
*'''Stage Clear Softlock''': Save replay in Stage 5 Practice, this allows you too move your cursor out of the pause screen, press Enter (this will make your game freeze for a while). And then press Esc two times. Now you will be stuck on Stage 5 <br />
<br />
The following apply to multiple games, including ''Legacy of Lunatic Kingdom'':<br />
* The Playtime information in Player Score is inconsistent and usually does not reflect the real in-game playtime, usually being much shorter.<br />
<br />
{{Navbox LoLK}}<br />
<br />
[[Category:Legacy of Lunatic Kingdom]]<br />
[[Category:Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Hidden_Star_in_Four_Seasons/Gameplay&diff=419851Hidden Star in Four Seasons/Gameplay2020-06-02T00:47:42Z<p>TheGuy: /* Glitches */</p>
<hr />
<div>[[File:Th16TitleScreen.jpg|thumb|400px|Title screen of the game]]<br />
This article describes the overall gameplay and background information for ''[[Hidden Star in Four Seasons]]''.<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[spell card]] or spiritual attack (presuming you have bombs left)<br />
*'''{{Key|C}}''' releases your collected sub-seasons<br />
*'''{{Key|Shift}}''' slows the character's movement, and changes the nature of the character's shot; it generally makes your attacks more focused.<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused<br />
*'''{{Key|R}}''' returns you to the beginning of stage 1 when the game is paused<br />
*'''{{Key|Shift}}+{{Key|C}}''' in the pause screen returns you to the title screen.<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory. (Only works in 32-bit color mode.)<br />
<br />
===Basic Gameplay===<br />
''[[Hidden Star in Four Seasons]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the number and type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually [[spell card]]s) with distinctive visual styles that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs. Extra bombs are obtained by collecting bomb fragments, which are dropped by boss attacks (provided you don't die or bomb) and certain enemies, and bomb items, which are dropped by the midbosses of Stage 2, Stage 4, the Extra Stage, as well as certain enemies. Five fragments are required per bomb.<br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is here. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a colored dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained by collecting 1up items, which are dropped by the midbosses of Stage 3 (as long as the player doesn't die on the spell card), Stage 5, and the Extra Stage. Extra lives are also awarded at 5, 10, 20, 40, 70, 100, 150, 250, 500 million and 1 billion points for the regular game. For the Extra Stage, the scores are 10, 20, 40, 60, 80, and 100 million points.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you receive an extra life when you already have the maximum, that life will be lost.<br />
<br />
When you lose a life, you also lose 0.50 Power points (0.07 are scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time.<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off. However, if you do continue, your current score will be reset back to 0, plus the number of times you have continued. The number of bomb fragments will be reset to 0, you can no longer save a replay after continuing, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
====Sub-Seasons====<br />
In addition to a character's main shot, the player can also select one of four sub-shots. These provide additional fire and can be used to strengthen or complement a character's main shot, or offset its weaknesses. Sub-Season shot power can be increased up to 6 by picking up season items (cherry petals for spring, green leaves for summer, red leaves for autumn, snowflakes for winter). The collected season power can then be released in the form of a mini-bomb that converts bullets in its radius into green point items that increase the point item value. The higher the season level at the time of release, the larger the items will be. Releasing during a spell card will not cause it to fail.<br />
<br />
Season items can be produced by quickly destroying enemies, grazing bullets, destroying bullets with a season release, or dispelling a boss's attack.<br />
<br />
Note that releasing while the player has invincibility frames will remove the frames immediately.<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically 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.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Hidden Star in Four Seasons Translation}}<br />
There are four characters to choose from in the game, each with one shot type referred to as a Main Season. Additionally, you can select a Sub-Season, which are downscaled versions of their respective Main Season.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
|<br />
!Main Season<br />
!Sub-Season<br />
|-<br />
![[Reimu Hakurei]] (Spring)<br />
|Homing cherry petals. Shot in a spread while unfocused, straight ahead while focused. Power increases the amount of shots.<br />
|Smaller, more sporadic homing cherry petals. Season release is an instant circle whose scope increases with the season level.<br />
|-<br />
![[Cirno]] (Summer)<br />
|Ice shard spread shot. Power increases the total range. Focusing reduces the range.<br />
|Much more sporadic ice shards in a much wider spread. Season release is a small circle that lasts for only about a second, but it only takes up one season level.<br />
|-<br />
![[Aya Shameimaru]] (Autumn)<br />
|Unfocused uses gusts of wind in a light spread. Focused uses a single red gust that moves straight forward and can penetrate. Power increases the spread of the unfocused shot and width of the focused shot.<br />
|The same gusts of wind as the Main Season's unfocused shot, but moving straight forward. Season release is similar to Reimu C's bomb from ''[[Subterranean Animism]]'' in that the release circle follows you around. The duration of the release increases with the season level. Your movement speed also increases while releasing.<br />
|-<br />
![[Marisa Kirisame]] (Winter)<br />
|Illusion lasers that spread out slightly at higher power levels while unfocused, but are all concentrated straight ahead while focused. As with ''[[Ten Desires]]'' and onwards, they do not penetrate.<br />
|A narrow illusion laser fired straight ahead from behind the player, becoming stronger the higher the season level is. Season release is a stationary circle that becomes larger and lasts longer the higher the season level is. Your shot power also increases while releasing.<br />
|-<br />
!EX Season (Dog Days)<br />
|N/A<br />
|Brown missile bullets shooting backwards in a light spread. High damage output. Season release is practically identical to Summer, but the circle moves downwards as it shrinks in size.<br />
|}<br />
<br />
===Screen Layout===<br />
[[File:Th16ScreenLayout.jpg|thumb|500px|Screen layout|right]]<br />
The layout of the overall screen is typical for a ''[[Touhou Project]]'' [[shoot 'em up]].<br />
<br />
#Your character<br />
#Player Score<br />
#*High Score: your highest score for the current character, type, and difficulty<br />
#*Score: your current score<br />
#The number of remaining lives and bombs / The approximate location of the [[point of collection]]<br />
#*Right numbers: score required to reach for the next extra life / fragments needed for an extra bomb<br />
#Player Status<br />
#*Power: your shot power level, maxing out at 4.00<br />
#*Point value: the maximum points achievable of the point items<br />
#*Graze: the number of enemy shots that have grazed your [[hit box]] during the game<br />
#Enemy Status<br />
#*Stars: the number of [[health bar]]s the enemy has left<br />
#*Middle number: the amount of time left before the enemy's attack spell fails (self-destructs)<br />
#*Circular health bar during one star<br />
#Spell Card Status<br />
#*Title: the name of the [[spell card]] being used<br />
#*Bonus: the constantly-updating value of the Spell Card Bonus<br />
#*History: the number of times you have "captured" the spell card currently being used, and the number of times you have faced it.<br />
#The [[boss]] enemy<br />
#Sub-Season gauge<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. 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. <br />
<br />
===Point Items===<br />
As its 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're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll 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 whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The point items' starting value on all difficulties is 10,000.<br />
<br />
The point item value is increased by collecting green point value items. These items are released by destroying enemy bullets with a season release. The higher the season level at the time of release, the larger the green point items spawned, and the larger the green point items, the more they increase the point item value:<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Season level<br />
| 1<br />
| 2<br />
| 3<br />
| 4<br />
| 5<br />
| 6<br />
|-<br />
! PIV increase<br />
| 5<br />
| 10<br />
| 20<br />
| 30<br />
| 40<br />
| 50<br />
|}<br />
<br />
In addition, every green point item collected is worth 10% of the current point item value, regardless of size. The point item value can only increase up to 500,000, regardless of difficulty level.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power act like Point items instead.<br />
<br />
===Season Items===<br />
Each Season item collected adds 10 points to your score.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll 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 [[health bar]] is depleted within the time limit and without getting hit or using a bomb, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|} <br />
<br />
Except for [[Okina Matara]]'s ninth EX spell card, the bonus decreases over time, starting 5 seconds after the spell card starts. The bonus decreases at a constant rate of:<br />
2 / 3 × (starting value) / (time limit in seconds - 5) per second <!--check please?--><br />
<br />
===Clear Bonus===<br />
At the end of a [[stage]], the player is awarded a clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of the game, the player is awarded a clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
{{multiple image<br />
| direction =horizontal<br />
| image1 =Th16_015.jpg<br />
| width1 =200<br />
| alt1 =Two-Eyed Typhoon, Satono only<br />
| caption1 =Two-Eyed Typhoon, Satono only<br />
| image2 =Th16_016.jpg<br />
| width2 =200<br />
| alt2 =Two-Eyed Typhoon, Mai only<br />
| caption2 =Two-Eyed Typhoon, Mai only<br />
}}<br />
<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't suppose to be part of the original gameplay.<br />
*In the trial version, replays would use the last sub-season selected while playing the game (or spring if a replay was selected first thing after launch) as opposed to sub-season used in the replay. This was fixed in the full version.<br />
*Emptying Satono's life bar in any stage 5 spellcard in spell practice causes her to vanish off-screen, making it impossible to capture the spell. If she is co-owning a spellcard with Mai, Mai will still be there, but emptying ''her'' life bar causes the game to crash instead.<br />
*For their extra stage spellcards in spell practice, Mai and Satono can take damage very rapidly in the short time before the spellcard is declared. With a high-power shot type (e.g. Marisa) and a well-placed season release, the player potentially has just enough time to deplete one of their life bars before the spell starts. Killing Satono this way lets Mai still start the spell on her own, but killing Mai renders Satono a sitting duck. ([https://youtu.be/MuNAWOn8yRA Video footage of the glitch in action])<br />
**The exception to this rule is the spellcard ''Bullet Dance "Two-Eyed Typhoon"'', where Satono will still shoot her pattern even if Mai is killed.<br />
*It is possible to obtain extends during Spell Practice, despite resources normally being disabled in that mode.<br />
**Because of this, it is also possible to die during Spell Practice.<br />
*Mai and Satono's second spells, "Tanabata Star Festival" and "Behind You", last for 30 seconds, but when the timer ends, they last for an additional 10 seconds. The spell cards can no longer be captured during these seconds; ending them will count as having failed to capture.<br />
*Rarely, Aya will lose her crow options after bombing, making her much weaker. They will not return by dying or releasing, only by raising your release level again.<br />
*The survival spell card in the Extra Stage, if released on, is able to take damage and be captured before it times out. [[https://www.youtube.com/watch?v=AZO9La47qEM#t=11m18s Footage of this glitch.]]<br />
<br />
The following apply to multiple games, including ''Hidden Star in Four Seasons'':<br />
* The Playtime information in Player Score is inconsistent and usually does not reflect the real in-game playtime, usually being much shorter.<br />
<br />
{{Navbox HSiFS}}<br />
<br />
[[Category:Hidden Star in Four Seasons]]<br />
[[Category:Gameplay]]<br />
[[ru:Hidden Star in Four Seasons/Геймплей]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Wily_Beast_and_Weakest_Creature/Gameplay&diff=419850Wily Beast and Weakest Creature/Gameplay2020-06-02T00:46:40Z<p>TheGuy: /* Glitches */</p>
<hr />
<div>[[File:Th17menu.png|thumb|400px|Title screen of the game]]<br />
This article describes the overall gameplay and background information for ''[[Wily Beast and Weakest Creature]]''.<br><br />
For general or level-specific strategy, see [[/Strategy|here]].<br />
<br />
<br />
==Gameplay==<br />
===Controls===<br />
The game may be played using either a keyboard or a gamepad. Keyboard controls are as follows:<br />
*The '''Arrow Keys''' move the character around;<br />
*'''{{Key|Z}}''' causes a short barrage of shots to be fired; it may be held down for rapid fire;<br />
*'''{{Key|X}}''' releases a bomb, also known as a [[Spell Card]] (presuming you have bombs left), or a "Spirit Strike";<br />
*'''{{Key|Shift}}''' slows the character's movement and changes the nature of the character's shot; it generally makes your attacks more focused;<br />
*'''{{Key|Esc}}''' pauses the game and brings you to the in-game menu;<br />
*'''{{Key|Q}}''' returns you to the title screen when the game is paused;<br />
*'''{{Key|Ctrl}}''' fast-forwards through any dialogue and replays;<br />
*'''{{Key|Home}}''' or '''{{Key|P}}''' produces a .bmp screenshot in the <tt>/snapshot</tt> directory (only works in 32-bit color mode).<br />
<br />
===Basic Gameplay===<br />
''[[Wily Beast and Weakest Creature]]'' plays like a fairly typical vertically-scrolling [[danmaku]] [[shooting game]] like the rest of the ''[[Touhou Project]]'' games, in which the player's character is always facing towards the top of the screen, shooting at anything that moves, avoiding and weaving between enemy bullets, and confronting difficult [[boss]]es at the end of a [[stage]].<br />
<br />
There are 4 levels of difficulty: Easy, Normal, Hard, and Lunatic. Each difficulty level features differences in the number of bullets fired by each enemy, rate of fire, variations in the bullets' pattern of movement, and the number and type of enemy [[spell card]]s used.<br />
<br />
====Shot====<br />
A character's "shot" is the player's primary method of attacking enemies. The shot's attack area and behavior varies depending on the character and attack type the player has chosen, as well as the player's power level and whether the player is focused or unfocused.<br />
<br />
====Point of Collection====<br />
Like previous Touhou games, there's a line most of the way up the screen called the ''[[point of collection]]''. If you move your character at or above this line, all items on the screen will be drawn to your character. As with ''[[Mountain of Faith]]'' onward, you don't need to have full power or focus to use the POC – it's always available.<br />
<br />
====Bomb (Player Spell Card)====<br />
Like its predecessors, the game features bombs (actually "[[Spell Card]]s") with distinctive visual styles and behaviors that differ between characters. A character's "bomb" is the player's limited-use method of getting out of difficult situations. A bomb's attack area, duration, and power varies depending on the character type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets in the bomb's way, as well as automatically collecting every item on screen.<br />
<br />
At the beginning of the game, you will start off with 3 bombs (4 if the Otter Ghost was selected). Extra bombs are obtained by collecting bomb fragments, which appear during or after Roaring Mode when the player collects particular Fish Spirits items (see below). Three fragments are required per bomb.<br />
<br />
You can carry up to a maximum of 8 bombs at a time. If you collect a bomb fragment when you already have 8 bombs, that bomb fragment will be lost. Like in the earlier Touhou games, on dying the number of bombs will reset to the initial value of 3 (or 4) bombs. Accumulated bomb fragments are preserved when the player loses a life. The counter is reset to 0 upon continuing after a game over, however.<br />
<br />
As usual, deathbombing is possible. After being hit by a bullet, the player is given a very brief window of time to bomb and negate their death. The "death" sound effect will play, and the bomb will then activate.<br />
<br />
====Lives====<br />
The [[hit box]] for your character is quite small in comparison to your on-screen sprite, approximately only 5×5 in pixel size. If you hold Shift, a white dot will appear, showing the hitbox precisely. If the hit box of a character comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.<br />
<br />
You start off the game with 3 lives (that is, 2 extra lives). You can lose a life by getting "hit" by an enemy attack.<br />
<br />
In this game, the player's life stock is represented by a [[health bar]] with hearts. Extra lives are obtained by collecting life fragments, which appear during or after Roaring Mode when the player collects particular Item Fish Spirits (see below). Three fragments are required per life.<br />
<br />
You can carry up to a maximum of 8 extra lives at a time. If you collect a life fragment while you have the maximum number of lives, the life fragment will be added as a bomb fragment.<br />
<br />
When you lose a life, you also lose 1.00 Power points (0.07 are scattered for you to collect); however, your power can't decrease below 1.00. Also, all the bullets on the screen are cleared, and you become invulnerable for a short period of time.<br />
<br />
Upon losing all their lives, the player is given the choice to continue right where they left off. However, if you do continue, your current score will be reset back to 0, plus the number of times you have continued. The number of bomb fragments will be reset to 0, you can no longer save a replay, and will reach the "Bad Ending" if you finish the game. You may continue up to 5 times in the regular game. You may not continue in the Extra stage.<br />
<br />
====Beast Spirit Partners====<br />
In addition to the three playable characters, the player can also select one of three Beast Spirits: Wolf, Otter or Eagle. '''Wolf''' increases the power and range of the player's focused shot, while '''Eagle''' increases the power and range of their unfocused shot (and in adds a piercing effect in Marisa's case). '''Otter''' greatly increases the power and duration of the player's bombs, and increases their default bomb count from 3 to 4. Regular stage enemies in ''[[Wily Beast and Weakest Creature]]'' tend to have noticeably more health than in other Touhou games, making each spirit's respective power-up extremely useful throughout the game.<br />
<br />
====Spirit Items and Roaring Mode====<br />
Spirit items are dropped by certain defeated enemies, as well as by bosses after clearing each of their attacks (with the exception of the last Spell Card in a stage). They drift around the screen diagonally and bounce off the walls, and will continue to do so until slightly more than 2 minutes have passed, at which point they will become semi-transparent and move off the screen (boss dialogue does not count towards this time limit). When the player is near a spirit item, it will slow down considerably. They come in two major types: beast items and fish items.<br />
*'''Beast Spirit items''' are colored icons depicting either a red wolf head, a green otter head, or a violet eagle head. They cycle through the three animals in that order (Wolf -> Otter -> Eagle -> Wolf) at regular intervals, with the icon's outline flashing yellow before each change. The change will not occur while the player is right next to an item, however. The change will also not occur if the Beast item has a blue outline (or yellow for Eagles — these will appear upon death and during a special Spell Card). <br />
*'''Fish Spirit items''' depict one of four regular items (high-value power, high-value points, bomb fragment or life fragment) surrounded by two blue fish. They don't cycle between types over time.<br />
<br />
Collecting a spirit item will place it in a slot in the lower-left corner of the screen, and filling all 5 slots will automatically trigger '''"Roaring Mode"'''.<br />
<br />
During Roaring Mode, the background will darken and a small gauge will appear underneath the player. Pressing the bomb key or getting hit before the gauge runs out will trigger a "Spirit Strike", which erases bullets in a circular area around the player and does minor damage to enemies nearby. When Roaring Mode ends, any fish spirits used to trigger it will be converted into their corresponding regular items (1 spirit = 30 power or point items, or 1 life or bomb fragment). Collecting additional spirits during Roaring Mode will refill the gauge by a very slight amount, and in the case of fish spirits, will automatically spawn their corresponding items right away. The gauge will also decrease at roughly half its usual speed as long as the player is not shooting. If Roaring Mode ends via time running out (as opposed to a Spirit Strike), two "Extra" beast spirits will also appear above the player after a short delay.<br />
<br />
If Roaring Mode is triggered with 3 or more beast spirits of the same type, it becomes '''Berserk Roaring Mode''', indicated by a colored flame graphic surrounding the player. Wolf and Eagle Mode replace both of the player's regular shots with an extremely powerful, wide-reaching variant of the shot that corresponds to the respective animal (focused for Wolf, unfocused for Eagle). This will be shot regardless of whether or not the character is focused, but never while the player isn't shooting. Otter Mode will spawn three ghostly otters that revolve around the player and erase any bullets that they touch. The mode that matches the player's chosen partner spirit (see above) will last much longer than the other two, and its duration will be increased even further based on how many matching spirits were collected.<br />
<br />
Losing a life will spawn two extra beast items corresponding to the player's chosen type. Unlike regular beast items, these ones have a blue outline and will not change type.<br />
<br />
Each stage also contains a '''Rare Beast Spirit''', which is dropped by the midboss if certain conditions are met. If a Rare Beast Spirit is used to trigger Roaring Mode, five spirit items will appear when the mode ends instead of the usual two (collecting a Rare Beast Spirit with Roaring Mode already active will have no effect).<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! Stage 1 - Jellyfish<br />
| Defeat the midboss without destroying any of her wisps<br />
| Reward: Beast x4, life fish x1<br />
|-<br />
! Stage 2 - Cow<br />
| Defeat the midboss at point-blank range<br />
| Reward: Beast x3, life fish x1, bomb fish x1<br />
|-<br />
! Stage 3 - Chick<br />
| Defeat the midboss while in Otter Mode<br />
| Reward: Fish x5 (power, point, life, bomb x2)<br />
|-<br />
! Stage 4 - Turtle<br />
| Graze at least 10 bullets (4 on Easy) shortly before defeating the midboss<br />
| Reward: Beast x4, life fish x1<br />
|-<br />
! Stage 5 - Haniwa<br />
| Defeat the midboss while there are at least 4 Beast Spirits onscreen<br />
| Reward: Beast x4, life fish x1<br />
|-<br />
! Stage 6 - Horse<br />
| Defeat the midboss during a Spirit Strike<br />
| Reward: Beast x4, life fish x1<br />
|-<br />
! Extra Stage - Chicks<br />
| Capture [[Wily Beast and Weakest Creature/Spell Cards/Extra#Spell Card 091|Bloody Battle "Highly Spirited Oniwatari"]] without going above Kutaka<br />
| Reward: Beast x4, life fish x1<br />
|}<br />
<br />
===Boss Battles===<br />
The main challenge and the main attraction that appears at the end of each [[stage]]. Each [[boss]] has multiple lives, which are represented by stars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with [[spell card]]s, switching once with each [[health bar]]. Markers on the health bar indicate the start of a spell card attack when the boss' health is depleted that far.<br />
<br />
Normal attacks are typically incrementally stronger versions of the boss character's basic attack (usually first seen during the midboss section). 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, using a bomb or triggering a Spirit Strike, a substantial score bonus is rewarded for the feat.<br />
<br />
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's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. The exception however is when the boss is invulnerable for the duration of the spell card; in this case the player will receive the bonus on survival.<br />
<br />
When fighting a boss, a position marker shows up on the bottom margin of the screen, indicating where the boss is on the horizontal axis. Since your target can be completely obscured by bullets or darkness at times, use this marker to help you aim your shots. The marker will dim when the boss is being hit, and will flash red when her health bar gets sufficiently depleted.<br />
<br />
===Characters===<br />
:{{main|../Translation#Main Game|l1=Wily Beast and Weakest Creature Translation}}<br />
There are three characters to choose from in the game, each with a focused and unfocused shot that receive boosts in power based on Roaring Mode and the player's chosen spirit partner.<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! !! Unfocused Shot !! Focused Shot !! Wolf Mode !! Eagle Mode<br />
|-<br />
![[Reimu Hakurei]]<br />
|Homing amulets shot out in a spread. Eagle Spirit increases the size of the amulets and their number from 1 to 3 per option fired.<br />
|Needles fired straight ahead. Wolf Spirit doubles the needles' size.<br />
|A large stream covering about 1/3 of the screen's width.<br />
|Five giant streams of homing amulets.<br />
|-<br />
![[Marisa Kirisame]]<br />
|Lasers shot straight forward, and in a spread at 3.00+ power. Eagle Spirit gives the lasers a piercing effect.<br />
|Slow, straight-moving missiles with a blast radius. Wolf Spirit increases the blast radius.<br />
|Huge missiles with an even bigger blast radius.<br />
|Huge piercing lasers with a 5-way spread.<br />
|-<br />
![[Youmu Konpaku]]<br />
|Sword slashes fired straight ahead from Youmu and the spirit options trailing behind her. Eagle Spirit upgrades it to a 3-way spread.<br />
|A sword slash that must be charged up and travels further the higher the power level. Wolf Spirit increases the range.<br />
|A nonstop barrage of focused sword slashes.<br />
|Widespread and enlarged unfocused sword slashes that cover the entire screen.<br />
|}<br />
<br />
===Screen Layout===<br />
<br />
[[File:Th17ScreenLayout.jpg|thumb|500px|Screen layout|right]]<br />
The layout of the overall screen is typical for a ''[[Touhou Project]]'' [[shoot 'em up]].<br />
<br />
#Your character<br />
#*Roaring Mode timer<br />
#Player Score<br />
#*Hi-Score: your highest score for the current character, type, and difficulty<br />
#*Score: your current score<br />
#The number of remaining lives and bombs / The approximate location of the [[point of collection]]<br />
#*Right numbers: fragments needed for an extra life / bomb<br />
#Player Status<br />
#*Power: your shot power level, maxing out at 4.00<br />
#*Point value: the maximum points achievable of the point items<br />
#*Graze: the number of enemy shots that have grazed your [[hit box]] during the game<br />
#Enemy Status<br />
#*Stars: the number of [[health bar]]s the enemy has left<br />
#*Middle number: the amount of time left before the enemy's attack spell fails (self-destructs)<br />
#*Circular health bar<br />
#Spell Card Status<br />
#*Title: the name of the [[spell card]] being used<br />
#*Bonus: the constantly-updating value of the Spell Card Bonus<br />
#*History: the number of times you have "captured" the spell card currently being used, and the number of times you have faced it.<br />
#The [[boss]] enemy<br />
#Spirit slots<br />
<br />
==Scoring==<br />
===Enemies===<br />
Any damage you deal to any [[stage enemy]], whether it'd 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 isn't a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring as covered below.<br />
<br />
===Grazing===<br />
"Grazing" is the act of having a bullet pass near one's hitbox. You can only graze a bullet once, so you won't gain any additional graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional graze.<br />
<br />
Despite the presence of a graze counter, grazing in ''[[Wily Beast and Weakest Creature]]'' does not appear to have any effect on score.<br />
<br />
===Point Items===<br />
As its 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're worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they'll show the value in ''yellow'' text. The point of collection is the ''same'' height as the height where point items reach their maximum value, so take advantage of this fact whenever you can for massive points. As in ''[[Undefined Fantastic Object]]'' onwards, auto-collected items are still worth their full value if you happen to leave the auto-collect area before items contact your [[hit box]], or if they're auto-collected in another manner such as by bombing or dialogue.<br />
<br />
The point items' starting value on all difficulties is 10,000.<br />
<br />
The point item value is increased by collecting green point value items. These items are released by shooting enemies during Roaring Mode, or by destroying enemy bullets via a voluntary Spirit Strike or clearing a boss phase. They are automatically collected, though losing a life before they reach the player will cause them to stop and fall straight down.<br />
<br />
===Power Items===<br />
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power act like Point items instead.<br />
<br />
===Spell Card Bonus===<br />
Occasionally, a boss will attack using a [[spell card]]. You'll 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 [[health bar]] is depleted within the time limit and without getting hit, using a bomb or triggering a Spirit Strike, the spell card bonus will be added to your score.<br />
<br />
The bonus starts at out at a value equal to:<br />
1 million × stage number × difficulty value<br />
with difficulty value being:<br />
<br />
{| class="wikitable"<br />
| Easy<br />
| Normal<br />
| Hard<br />
| Lunatic<br />
| Extra (considered to be [[stage]] 7 in the formula)<br />
|-<br />
| 0.5<br />
| 1<br />
| 1.5<br />
| 2<br />
| 1<br />
|} <br />
<br />
The bonus decreases over time, starting 5 seconds after the spell card starts. The bonus decreases at a constant rate of:<br />
2 / 3 × (starting value) / (time limit in seconds - 5) per second <!--check please?--><br />
<br />
===Clear Bonus===<br />
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.<br />
(stage × 1 million)<br />
<br />
At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.<br />
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million × lives) + (1 million × bombs)<br />
<br />
==Glitches==<br />
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay.<br />
* Replay glitch: if you select "Retry Game" from the pause menu while Roaring Mode is active, then save a replay of the following run, the replay will become bugged. Specifically, the items and Beast Spirits that would've resulted from the aborted attempt's Roaring Mode will immediately appear at the beginning of Stage 1, causing the replay to desync. Starting the bugged replay from any stage besides Stage 1 will not pose an issue. This glitch also applies to Practice Mode and Spell Practice.<br />
* Related to the above: if a full replay of the demo (ie. clear stage 3) ends with Roaring Mode still active, selecting "Return to Title" will cause the same bug if that replay is started again. Selecting "Replay Again" and ''then'' returning to the replay menu will not pose any issue.<br />
* If one of the previously mentioned replay-desync glitches is active, the player will usually be seen dying in the replay while he actually survived during his run. If the player reaches 0 lives and dies again, he will continue to respawn regardless of the amount of lives. The correct amount of lives will be displayed when the next stage is started. The replay will continue to play all available inputs for this stage and eventually run out; when this happens, the character stops moving completely until the next stage. An extreme number of ''Extra Beast Spirits'' can be created due to these deaths, which will also disappear at the start of the next stage.<br />
* Under the above conditions, a ''Roaring Mode'' triggered at the end of the level will have glitchy behaviors. The game will be in a constant ''Roaring Mode'' state and the ''Berserk Roaring Mode'' flame sprite will stay on screen independently of the character's position. While the ''Beast Spirit'' gauge will be seen full, you can still collect ''Beast Spirits'' and start a new ''Roaring Mode'', which will cancel the glitch. This does not appear to be the source of further desyncs. As seen in [https://clips.twitch.tv/GlamorousSavoryBaconLitty this clip].<br />
* Finally, certain short replays (like killing Kutaka's Extra Stage spells in Spell Practice before they start) experience an infamous [[Hidden Star in Four Seasons]] glitch, the sprintf buffer overflow. When replayed multiple times, images from one replay form an afterimage in the following replay. This will continue to darken the screen (due to the Spell Card backgrounds stacking) until new replays become imperceptible, all whilst lagging the game. The afterimages can still be seen after quitting the replay, during the loading screen. As seen [https://www.twitch.tv/videos/468885086?t=02h28m51s here].<br />
* Youmu Eagle is notoriously under-powered due to a typo in the game's code. Her damage cap reads '60' instead of '160', meaning she will deal a measly 60 damage at full power even though her slashes were supposed to deal over 100. <br />
* When Roaring Mode ends, if you immediately collect a Rare Beast Spirit and trigger another Roaring Mode in the time before the first Roaring Mode's Extra Beast Spirits spawn, those 2 Extra Spirits will be replaced by the set of 5 that the Rare Spirit rewards you with. This allows the player to collect the rewards from the Rare Spirit twice (once from the overwritten set and once from the 'regular' set), including any life or bomb fragments.<br />
* In Achievements, exiting quickly after selecting a new achievement will crash (CTD) the game. <br />
* In Spell Practice, against any of [[Kutaka Niwatari]]'s Extra Stage spellcards, she can be killed before her spellcard declaration. Doing this does not count as a capture, nor does it increment that spellcard's attempt count.<br />
* While watching replays and skipping, the music will also attempt to skip ahead so that the replay and music are always synced (this is intended). However, skipping during the final Extra Stage card will instead begin to play a different song, namely [[Wily Beast and Weakest Creature/Music#Ending_theme|The Animals' Rest]]. Skipping during the conversation thereafter will result in weird visual behavior of the stage background, and can also randomly play other songs, such as [[Wily Beast and Weakest Creature/Music#Staff_Roll_theme|Returning Home from the Underground]] and [[Wily Beast and Weakest Creature/Music#Stage_6_theme|Electric Heritage]].<br />
* The previous glitch can also sometimes happen during replays of regular stages. In these cases, the music played is the next Stage's theme.<br />
* Viewing Bad Endings from Achievements seems to be bugged. Viewing Reimu's skips to the Staff Roll, and viewing Marisa's or Youmu's seems to show you the Reimu A Extra Ending.<br />
* In a similar fashion, watching Reimu Eagle's Extra (achievement #15) will show you Reimu Wolf's instead.<br />
* Watching a replay in which another player finishes an achievement-worthy run of any kind will also unlock the achievement for you if you didn't already have it. This exploit makes the task of getting all in-game achievements extremely easy and pointless. As such, it's recommended never to watch someone else's replay to the very end.<br />
* A returning classic from ''Hidden Star in Four Seasons'': bombing during the timeout spell breaks it. This is believed to be due to the boss's bomb-invincibility, which wears off once the bomb is over. It would seem the bomb invincibility and the normal timeout-spell invincibility are stored in the same boolean. Someone should really tell ZUN about that one.<br />
* The "Pause+R" shortcut to quickly restart runs is disabled, despite being featured in [[Wily Beast and Weakest Creature/Translation|the manual]].<br />
* ''Spirit Items'' aren't effected by slowdown effects, such as when you defeat the Extra Boss. All other items are.<br />
* During a slowdown effect, many more items can be created on death than is intended. ''Extra Beasts'' will spawn several times over. This is however usually not a problem on unmodified versions of the game.<br />
* The Spirit slots on the HUD is not rendered in front of Reimu's amulet spell card attack, causing the large sprites to overlap in front of it as seen [https://youtu.be/z4sM9kPtRsk?t=64 here].<br />
* Marisa Eagle has a chance of her laser glitching; Marisa's lasers are supposed to be bit tilted, but they can sometimes be straight instead. This usually happens on stage 1 when fighting Eika Ebisu, when passing through the POC and getting a power level of 3 from the power items. This bug can be fixed by pressing shift to switch to focus fire.<br />
<br />
The following apply to multiple games, including ''Wily Beast and Weakest Creature'':<br />
* Game loading will always fail if the game is minimized. <br />
* On many devices, capturing the game in full screen (either through screenshots or recording) is impossible and yields a black screen instead. <br />
* The Playtime information in Player Score is inconsistent and usually does not reflect the real in-game playtime, usually being much shorter.<br />
<br />
<br />
{{Navbox WBaWC}}<br />
<br />
[[Category:Wily Beast and Weakest Creature]]<br />
[[Category:Gameplay]]<br />
[[ru:Wily Beast and Weakest Creature/Геймплей]]<br />
[[fr:Wily Beast and Weakest Creature/Gameplay]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Ten_Desires/Spell_Cards/Stage_4&diff=419189Ten Desires/Spell Cards/Stage 42020-05-21T23:46:22Z<p>TheGuy: </p>
<hr />
<div>{{SubpageNav|[[../|Spell Cards]]|Stage 3|Stage 5}}<br />
__NOTOC__<br />
<br />
==Midboss Spell Card==<br />
{{Spell Card Info<br />
| image =[[File:Th13SC045.jpg|192px|Screenshot]]<br />
| number =45<br />
| name =邪符「ヤンシャオグイ」<br />
| romaji =Jafu "Yan Shaogui"<br />
| transname =Evil Sign "Yang Xiaogui" <ref>Seiga Kaku's spell card titles have kana representations of Chinese, using the ancient pronunciations Japan uses for Chinese vocabulary.<br />{{lang|zh-tw|養小鬼}}: A sorcery which involves taming dead spirits using dead foetus corpses to use as tools.</ref><br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Normal<br />
| comment =Ominous orbs constantly home in on you.<br />Meanwhile, Seiga forms a rather dangerous and slightly curving path with bullets.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th13SC046.jpg|192px|Screenshot]]<br />
| number =46<br />
| name =邪符「グーフンイエグイ」<br />
| romaji =Jafu "Guufun Iegui"<br />
| transname =Evil Sign "Guhun Yegui" <ref>{{lang|zh-tw|孤魂野鬼}}: Abandoned wild ghosts. A metaphor that represents struggling people with nothing to rely on.</ref><br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Hard<br />
| comment =Ominous orbs constantly home in on you.<br />The orbs aren't the real threat; the way how Seiga tries to trap you is.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th13SC047.jpg|192px|Screenshot]]<br />
| number =47<br />
| name =邪符「グーフンイエグイ」<br />
| romaji =Jafu "Guufun Iegui"<br />
| transname =Evil Sign "Guhun Yegui"<br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Lunatic<br />
| comment =Ominous orbs constantly home in on you.<br />The orbs aren't the real threat; the way how Seiga tries to trap you is. Seiga creates orbs much more rapidly now, and there's no longer a limit to the number she makes.<br />
}}<br />
<br />
==Boss Spell Card #1==<br />
{{Spell Card Info<br />
| image =[[File:Th13SC048.jpg|192px|Screenshot]]<br />
| number =48<br />
| name =入魔「ゾウフォルゥモォ」<br />
| romaji =Ruumoo "Zoufo Ruumoo"<br />
| transname =Demonify "Zouhuo Rumo" <ref>{{lang|zh-tw|走火入魔}}: A state of frenzy often associated with the mismanagement of the "vital forces".</ref><br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Easy<br />
| comment =Wave after wave of kunai is complemented with aimed bullets.<br />A combination Spell Card between master and jiang-shi.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th13SC049.jpg|192px|Screenshot]]<br />
| number =49<br />
| name =入魔「ゾウフォルゥモォ」<br />
| romaji =Ruumoo "Zoufo Ruumoo"<br />
| transname =Demonify "Zouhuo Rumo"<br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Normal<br />
| comment =Wave after wave of kunai is complemented with aimed bullets.<br />Huh. Are they trying to drive you to a "state of frenzy" with this attack?<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th13SC050.jpg|192px|Screenshot]]<br />
| number =50<br />
| name =入魔「ゾウフォルゥモォ」<br />
| romaji =Ruumoo "Zoufo Ruumoo"<br />
| transname =Demonify "Zouhuo Rumo"<br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Hard<br />
| comment =Wave after wave of kunai is complemented with aimed bullets.<br />If you dispose of Yoshika, Seiga will attempt to revive her--flooding the lower side of the screen with even more bullets.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th13SC051.jpg|192px|Screenshot]]<br />
| number =51<br />
| name =入魔「ゾウフォルゥモォ」<br />
| romaji =Ruumoo "Zoufo Ruumoo"<br />
| transname =Demonify "Zouhuo Rumo"<br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Lunatic<br />
| comment =Wave after wave of kunai is complemented with aimed bullets.<br />You can't really get rid of zombies, especially when their master is just behind them. <br />
}}<br />
<br />
==Boss Spell Card #2==<br />
{{Spell Card Info<br />
| image =[[File:Th13SC052.jpg|192px|Screenshot]]<br />
| number =52<br />
| name =降霊「死人タンキー」<br />
| romaji =Kourei "Shinin Tankii"<br />
| transname =Possession "Corpse Tongji" <ref>[[Wikipedia:Tongji (spirit medium)|Tongji]] ({{lang|zh-tw|童乩}}): A ritual where a person gets possessed by a divine spirit. Under this state of trance the medium can withstand great pain, like getting impaled through the cheek. It is rendered {{lang|ja|タンキー}} (Tankii) in Japanese because Japan took the word from the [[Wikipedia:Min Nan|Minnan dialect]].</ref><br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Easy<br />
| comment =Yoshika slowly approaches you with timed bursts of curving lasers and ominous orbs.<br />...Seiga, in the background, constantly shoots aimed knives at you.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th13SC053.jpg|192px|Screenshot]]<br />
| number =53<br />
| name =降霊「死人タンキー」<br />
| romaji =Kourei "Shinin Tankii"<br />
| transname =Possession "Corpse Tongji"<br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Normal<br />
| comment =Yoshika slowly approaches you with timed bursts of curving lasers and ominous orbs.<br />Seiga should make an effort to do something aside from complementing Yoshika's attacks.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th13SC054.jpg|192px|Screenshot]]<br />
| number =54<br />
| name =通霊「トンリン芳香」<br />
| romaji =Tsuurei "Tonrin Yoshika"<br />
| transname =Spirit Link "Tongling Yoshika" <ref>''Tongling'' ({{lang|zh-tw|通靈}}): Spirit linking.</ref><br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Hard<br />
| comment =Yoshika slowly approaches you with timed bursts of curving lasers and ominous orbs.<br />Actually, Seiga is busy "Spirit Linking" with Yoshika. Or so this Spell Card says.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th13SC055.jpg|192px|Screenshot]]<br />
| number =55<br />
| name =通霊「トンリン芳香」<br />
| romaji =Tsuurei "Tonrin Yoshika"<br />
| transname =Spirit Link "Tongling Yoshika"<br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Lunatic<br />
| comment =Yoshika slowly approaches you with timed bursts of curving lasers and ominous orbs.<br />If you focus solely on Yoshika, you can damage Seiga while she's reviving her. Otherwise Seiga will attack much more zealously over time.<br />
}}<br />
<br />
==Boss Spell Card #3==<br />
{{Spell Card Info<br />
| image =[[File:Th13SC056.jpg|192px|Screenshot]]<br />
| number =56<br />
| name =道符「タオ胎動」<br />
| romaji =Doufu "Tao Taidou"<br />
| transname =Path Sign "Tao Fetal Movement" <ref>The name (タオ胎動 = tao taidou) is a pun on the video game [[Wikipedia:Ta•o Taido|Tao Taidou]] ({{lang|ja|タオ体動}}).</ref><br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Easy<br />
| comment =Synchronized attacks between Seiga and Yoshika, sending both lasers and orbs.<br />Yoshika moves in the background while Seiga remains still, so focus your attacks on the latter. <br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th13SC057.jpg|192px|Screenshot]]<br />
| number =57<br />
| name =道符「タオ胎動」<br />
| romaji =Doufu "Tao Taidou"<br />
| transname =Path Sign "Tao Fetal Movement"<br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Normal<br />
| comment =Synchronized attacks between Seiga and Yoshika, sending both lasers and orbs.<br />Wait, shouldn't it be the other way around? I guess Seiga isn't a good strategist at all.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th13SC058.jpg|192px|Screenshot]]<br />
| number =58<br />
| name =道符「タオ胎動」<br />
| romaji =Doufu "Tao Taidou"<br />
| transname =Path Sign "Tao Fetal Movement"<br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Hard<br />
| comment =Synchronized attacks between Seiga and Yoshika, sending both lasers and orbs.<br />The orbs are aimed, but their exact path is erratic and unpredictable.<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th13SC059.jpg|192px|Screenshot]]<br />
| number =59<br />
| name =道符「タオ胎動」<br />
| romaji =Doufu "Tao Taidou"<br />
| transname =Path Sign "Tao Fetal Movement"<br />
| owner =Seiga Kaku<br />
| stage =Stage 4<br />
| difficulty =Lunatic<br />
| comment =Synchronized attacks between Seiga and Yoshika, sending both lasers and orbs.<br />The lasers can block your path, so always be looking ahead.<br />
}}<br />
<br />
==Notes==<br />
{{reflist}}<br />
<br />
{{SubpageNav|[[../|Spell Cards]]|Stage 3|Stage 5}}<br />
<br />
{{Navbox TD}}<br />
[[ru:Ten Desires/Спелл-карты/4-й уровень]]<br />
[[zh:东方神灵庙/符卡/Stage 4]]<br />
[[Category:Spell Cards]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Gold_Rush_(Remake)/Spell_Cards&diff=415950Gold Rush (Remake)/Spell Cards2020-04-02T22:37:08Z<p>TheGuy: Created page with "__NOTOC__ A list of all spell cards in ''Gold Rush''. <br>Each one contains a screenshot, with the name in both English and Japanese. ==Stage Boss== {{Spell Card In..."</p>
<hr />
<div>__NOTOC__<br />
<br />
A list of all [[spell card]]s in ''[[Gold Rush]]''. <br>Each one contains a screenshot, with the name in both English and Japanese. <br />
<br />
==Stage Boss==<br />
{{Spell Card Info<br />
| type =gr<br />
| image =[[File:ThGRRSC001.jpg|192px|Screenshot]]<br />
| number =1<br />
| name =「反則結界」<br />
| transname ="Rule Violation Barrier"<br />
| owner =Reimu Hakurei<br />
| stage =Level Ex<br />
| difficulty =1<br />
}}<br />
<br />
{{Spell Card Info<br />
| type =gr<br />
| image =[[File:ThGRRSC002.jpg|192px|Screenshot]]<br />
| number =2<br />
| name =「天国にいちばん近いお賽銭」<br />
| transname ="The Donation Closest to Heaven"<br />
| owner =Reimu Hakurei<br />
| stage =Level Ex<br />
| difficulty =2<br />
}}<br />
{{Spell Card Info<br />
| type =gr<br />
| image =[[File:ThGRRSC003.jpg|192px|Screenshot]]<br />
| number =3<br />
| name =「だんまく長者」<br />
| transname ="Danmaku Millionaire"<br />
| owner =Reimu Hakurei<br />
| stage =Level Ex<br />
| difficulty =3<br />
}}</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:ThGRRSC003.jpg&diff=415949File:ThGRRSC003.jpg2020-04-02T22:36:20Z<p>TheGuy: </p>
<hr />
<div>GR(R)'s 3rd spell</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:ThGRRSC002.jpg&diff=415948File:ThGRRSC002.jpg2020-04-02T22:36:08Z<p>TheGuy: </p>
<hr />
<div>GR(R)'s 2nd spell</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:ThGRRSC001.jpg&diff=415947File:ThGRRSC001.jpg2020-04-02T22:35:56Z<p>TheGuy: </p>
<hr />
<div>GR(R)'s 1st spell</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Gold_Rush_(Remake)&diff=415946Gold Rush (Remake)2020-04-02T22:34:54Z<p>TheGuy: adding spell card page for the Gold Rush Remake</p>
<hr />
<div>{{Infobox Game<br />
| type = fangame<br />
| titleN = {{ruby-ja|弾幕|だんまく}}アマノジャク ゴールドラッシュ<br />
| titleEn = Danmaku Amanojaku Gold Rush<br />
| image = [[File:ThDAGSRemakeTitleScreen.jpg|256px|Gold Rush]]<br />
| caption = Screenshot of the title screen<br />
| developer1 = <br />
| publisher1 = <br />
| publisher1Cat =<br />
| released = 2014<br />
| convention = <br />
| genre1 = Single-player puzzle Danmaku shooting<br />
| gameplay =<br />
| platforms = [[Windows]] Vista/7/8<br />
| requirements = <br />
}}<br />
{{nihongo||弾幕アマノジャク ゴールドラッシュ|'''[[Danmaku]] [[Amanojaku]] Gold Rush'''}} is an unofficial replica of the original ''[[Touhou Project]]'' game ''[[Gold Rush]]'' by a Chinese programmer. It was created because the original game hasn't been released to the public, giving people the chance to see what it's like to play ''Gold Rush''. Apparently, all the information in this remake comes from videos recorded at the Digital Game Expo and players' descriptions,<ref name="ShrineMaidenGRreplica">[https://www.shrinemaiden.org/forum/index.php/topic,17674.0.html Maidens of the Kaleidoscope - A Remake of Danmaku Amanojaku Gold Rush by Chinese]</ref><ref name="GRReplicaOrigin">[http://tieba.baidu.com/p/3427610603 {{lang|zh-cn|百度贴吧 - 东方吧 - 【复刻】弹幕天邪鬼GoldRush复刻版制作完成}}] posted on 23th November 2014, 10:55 pm UTC+8</ref> trying to make it as accurate as possible to the gameplay. See original article for gameplay and other information.<br />
<br />
==Gameplay==<br />
{{Main|/Spell Cards|l1=Spell Cards}}<br />
<br />
==Differences==<br />
*The text on the title screen of the replica is slightly to the right compared to the official version (OV) and the background has more yellow than the OV.<br />
*The themes in the OV are arrangements of their original themes; this replica seems to just take the original themes without arranging them.<br />
*When you collect a [[koban]] in the OV, you'll see sparkles. However in the replica, you don't.<br />
*Everytime you activate the miracle mallet (real) in the OV, the picture on the right will dim to indicate you can't re-use it until it un-dims after about the second. There no indication to this in the replica.<br />
<br />
==External Links==<br />
*[http://198.52.200.80/touhougames/TGR.rar Free download of the remake]<br />
*[http://touhoudog.net/item/760/ Gold Rush Remake Edition release by JoesSR]<br />
<br />
==References==<br />
{{smallrefs}}<br />
<br />
[[Category:Fanon and Memes]]<br />
[[ru:Gold Rush (додзин-игра)]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th175YuugiSSC02.jpg&diff=415904File:Th175YuugiSSC02.jpg2020-04-01T19:24:14Z<p>TheGuy: </p>
<hr />
<div>Yuugi's second SHoSS spell</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th175YuugiSSC01.jpg&diff=415903File:Th175YuugiSSC01.jpg2020-04-01T19:24:02Z<p>TheGuy: </p>
<hr />
<div>Yuugi's first SHoSS spell</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th175KogasaSSC02.jpg&diff=415902File:Th175KogasaSSC02.jpg2020-04-01T19:23:03Z<p>TheGuy: </p>
<hr />
<div>Kogasa's second SHoSS spell</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Sunken_Fossil_World/Spell_Cards/Marisa_Kirisame&diff=415901Sunken Fossil World/Spell Cards/Marisa Kirisame2020-04-01T19:22:35Z<p>TheGuy: missing screenshot</p>
<hr />
<div>{{SubpageNav|Spell Cards||Kogasa Tatara}}<br />
<br />
{{Spell Card Info<br />
| image = [[File:Th175_SC1.jpg|200px]]<br />
| number = Story Mode 1<br />
| name = 森符「バイオレントトリコローマ」<br />
| transname = Forest Sign "Violent [[wikipedia:Tricholoma|Tricholoma]]"<ref>The Japanese name of "tricholoma" is literally {{nihongo|"yellow damp-ground"|黄湿地|ki shimeji}}, which was originally the abbreviated form of {{nihongo|"yellow damp-ground mushroom"|黄湿地茸|ki shimeji dake}}. You can see the fungi not only in this spellcard, but also on the stage name of story mode.</ref><ref>As above, "tricholoma" is literally "yellow damp-ground mashroom" in Japanese. Obviously this indicates the fungi Marisa scatters in the spellcard. On another explanation however it would imply Marisa herself — "yellow" is a blonde hair, and "damp-ground mushroom" is a person who loves such a fungus.</ref><br />
| owner = Marisa Kirisame<br />
| stage =<br />
| difficulty =<br />
| comment = <br />
}}<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Navbox GYIB}}<br />
[[Category:Touhou Gouyoku Ibun]]<br />
[[ru:Touhou Gouyoku Ibun/Спелл-карты/Мариса Кирисаме]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th175_SC1.jpg&diff=415900File:Th175 SC1.jpg2020-04-01T19:21:20Z<p>TheGuy: </p>
<hr />
<div>Marisa's SHoSS spell</div>TheGuyhttps://en.touhouwiki.net/index.php?title=Antinomy_of_Common_Flowers/Spell_Cards/Yukari_Yakumo&diff=415893Antinomy of Common Flowers/Spell Cards/Yukari Yakumo2020-04-01T02:58:47Z<p>TheGuy: changed new screenshot to better show the owner</p>
<hr />
<div>{{SubpageNav|Spell Cards|Tenshi Hinanawi|Joon Yorigami}}<br />
<br />
==Story Mode Cards==<br />
{{Spell Card Info<br />
| image =[[File:Th155YukariSSC01.png|200px]]<br />
| number =Story Mode 1<br />
| name =「 {{ruby|憑坐|マスター}}の憂鬱」<br />
| transname ="{{ruby|Spirit Medium's|Master's}} Melancholy"<br />
| owner ={{Spell Card Info/owner|Yukari Yakumo}}<br />
| stage =<br />
| difficulty =<br />
| comment =<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th155YukariSSC02alt.jpg|200px]]<br />
| number =Story Mode 2<br />
| name =「完全憑依と夢想封印」<br />
| transname ="Perfect Possession and Fantasy Seal"<br />
| owner ={{Spell Card Info/owner|Yukari Yakumo}}<br />
| owner2 ={{Spell Card Info/owner|Reimu Hakurei}}<br />
| stage =<br />
| difficulty =<br />
| comment =<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th155YukariSSC03.png|200px]]<br />
| number =Story Mode 3<br />
| name =「{{ruby-ja|憑坐|マスター}}と{{ruby-ja|神霊|スレイブ}}の境界」<br />
| transname ="Boundary of {{ruby-en|Spirit Medium|Master}} and {{ruby-en|Divine Spirit|Slave}}"<br />
| owner ={{Spell Card Info/owner|Yukari Yakumo}}<br />
| owner2 ={{Spell Card Info/owner|Reimu Hakurei}}<br />
| stage =<br />
| difficulty =<br />
| comment =<br />
}}<br />
<br />
==Spell Cards==<br />
{{Spell Card Info<br />
| image =[[File:Th155YukariSC01.png|200px]]<br />
| number =1<br />
| name =「無人廃線車両爆弾」<br />
| transname ="Unmanned Abandoned Railroad Car Bomb"<ref>A reference to the movie [[wikipedia:Shin Godzilla|Shin Godzilla]], where fleets of unmanned traincars carrying bombs are used by the Japanese and U.S. governments to subdue Godzilla.</ref><br />
| owner ={{Spell Card Info/owner|Yukari Yakumo}}<br />
| stage =<br />
| difficulty =<br />
| comment =<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th155YukariSC02.png|200px]]<br />
| number =2<br />
| name =式神「八雲藍&橙」<br />
| transname =Shikigami "Ran Yakumo & Chen"<br />
| owner ={{Spell Card Info/owner|Yukari Yakumo}}<br />
| stage =<br />
| difficulty =<br />
| comment = This is Yukari's Slave spell card<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th155YukariSC03.png|200px]]<br />
| number =3<br />
| name =境界「溢れ出る漂流物」<br />
| transname =Boundary "Overflowing Flotsam"<br />
| owner ={{Spell Card Info/owner|Yukari Yakumo}}<br />
| stage =<br />
| difficulty =<br />
| comment =<br />
}}<br />
<br />
{{Spell Card Info<br />
| image =[[File:Th155YukariSC04.png|200px]]<br />
| number =Last Word<br />
| name =*その綺麗な足をくれ!*<br />
| transname =*Lend Me Those Beautiful Legs!*<br />
| owner ={{Spell Card Info/owner|Yukari Yakumo}}<br />
| stage =<br />
| difficulty =<br />
| comment =<br />
}}<br />
<br />
==Notes==<br />
{{smallrefs}}<br />
<br />
{{Navbox AoCF}}<br />
[[Category:Antinomy of Common Flowers]]<br />
[[ru:Antinomy of Common Flowers/Спелл-карты/Юкари Якумо]]</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155YukariSSC02alt.jpg&diff=415892File:Th155YukariSSC02alt.jpg2020-04-01T02:58:31Z<p>TheGuy: </p>
<hr />
<div>Yukari 2nd spell, but it actually shows yukari now</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155JoonSC04.png&diff=415890File:Th155JoonSC04.png2020-04-01T01:00:40Z<p>TheGuy: </p>
<hr />
<div>Jo'on last word.</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155JoonSC03.png&diff=415889File:Th155JoonSC03.png2020-04-01T01:00:24Z<p>TheGuy: </p>
<hr />
<div>Jo'on third player spell card.</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155JoonSC02.png&diff=415888File:Th155JoonSC02.png2020-04-01T01:00:14Z<p>TheGuy: </p>
<hr />
<div>Jo'on second player spell card.</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155JoonSC01.png&diff=415887File:Th155JoonSC01.png2020-04-01T01:00:03Z<p>TheGuy: </p>
<hr />
<div>Jo'on first player spell card.</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155YukariSC04.png&diff=415886File:Th155YukariSC04.png2020-04-01T00:57:51Z<p>TheGuy: </p>
<hr />
<div>Yukari's last word.</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155YukariSC03.png&diff=415885File:Th155YukariSC03.png2020-04-01T00:57:36Z<p>TheGuy: </p>
<hr />
<div>Yukari's third player spell card.</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155YukariSC02.png&diff=415884File:Th155YukariSC02.png2020-04-01T00:57:20Z<p>TheGuy: </p>
<hr />
<div>Yukari's second player spell card.</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155YukariSC01.png&diff=415883File:Th155YukariSC01.png2020-04-01T00:57:07Z<p>TheGuy: </p>
<hr />
<div>Yukari's first player spell card.</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155TenshiSC04.png&diff=415882File:Th155TenshiSC04.png2020-04-01T00:55:35Z<p>TheGuy: </p>
<hr />
<div>Tenshi's last word</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155TenshiSC03.png&diff=415881File:Th155TenshiSC03.png2020-04-01T00:55:19Z<p>TheGuy: </p>
<hr />
<div>Tenshi's third player spell</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155TenshiSC02.png&diff=415880File:Th155TenshiSC02.png2020-04-01T00:55:07Z<p>TheGuy: </p>
<hr />
<div>Tenshi's second player spell</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155TenshiSC01.png&diff=415879File:Th155TenshiSC01.png2020-04-01T00:54:55Z<p>TheGuy: </p>
<hr />
<div>Tenshi's first player spell</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155DoremySC04.png&diff=415878File:Th155DoremySC04.png2020-04-01T00:53:39Z<p>TheGuy: </p>
<hr />
<div>doremy's last word</div>TheGuyhttps://en.touhouwiki.net/index.php?title=File:Th155DoremySC03.png&diff=415877File:Th155DoremySC03.png2020-04-01T00:53:21Z<p>TheGuy: </p>
<hr />
<div>doremy's third player spell</div>TheGuy