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Fantastic Danmaku Festival Part II/Translation: Difference between revisions

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*[[../Story/Reimu's Scenario|Reimu's Scenario]]
*[[../Story/Reimu's Scenario|Reimu's Scenario]]
*[[../Story/Marisa's Scenario|Marisa's Scenario]]
*[[../Story/Reimu's Extra Scenario|Reimu's Extra Scenario]]


==Other Translations==
==Other Translations==

Revision as of 01:41, 25 March 2019

Story

In-Game Dialogue

Other Translations

Stage Titles

Playable Characters

Reimu Hakurei

Marisa Kirisame

Sanae Kochiya

Youmu Konpaku

Manual

This manual was published by tester LYX here. Last translated version 1.01.

Show manual translation
1. 启动设置 1. Startup Settings
1). 分辨率:顾名思义。想要更大分辨率又不想全屏,请自行搜索软件:AutoSizer或ResizeEnableRunner。

2). 三维背景:炫酷背景效果。

3). 垂直同步:防止画面撕裂,是否开启请根据自己电脑情况决定,有的人开启会爆帧或卡帧,有的人则相反。

4). 手柄:本作支持手柄和摇杆,请选择与自己手柄设备对应的选项,摇杆玩家请选择Custom,不使用手柄或摇杆请选择None。

另向大家推荐一款叫做xpadder的软件,目前最新版本5.7,可以将手柄按钮挂钩到键盘上,这样使用手柄相当于在使用键盘,手柄使用遇到问题的朋友可以尝试一下。

1). Resolution: As the name. If you want larger resolutions but not fullscreen, search for AutoSizer or ResizeEnableRunner.


2). 3D background: Cool background effects


3). Vsync: Prevents screen tearing, enable and disable depending on your own PC, some people will have uncontrollable framerate or skipped frames after turning it on, some people the opposite.

4). Controller: This work supports controllers and joystick, please select the corresponding option. Joystick players choose Custom, if not using controller or joystick choose None.

Additionally, we recommend a piece of software called xpadder, latest version 5.7. It can bind controller buttons onto the keyboard, so that using a controller is like using a keyboard. Those who have trouble using controllers can give it a try.

2. 游戏难度、角色与基本操作 2. Game Difficulty, Characters, and Basic Controls
1. 游戏难度 1. Game Difficulty
游戏分为Easy、Normal、Hard、Lunatic和Extra五个难度。

不接关通关Normal以上难度,即可开启对应游戏角色的Extra难度。

The game has the five difficulties Easy, Normal, Hard, Lunatic, and Extra.

By clearing Normal or above without continuing, the corresponding character's Extra difficulty can be unlocked.

2. 游戏角色 2. Game Characters
游戏有四个角色可供玩家选择:博丽灵梦、雾雨魔理沙、东风谷早苗、魂魄妖梦。

博丽灵梦:诱导机体,速度第三,攻击力第四,上手最简单,站桩输出,适合初学者使用。

雾雨魔理沙:直线机,速度第一,攻击力第二,激光带有贯穿属性,注意激光判定非常宽。

东风谷早苗:散弹机,速度第四,攻击力第三,熟练运用近身打击,威力可以媲美魔理沙。

魂魄妖梦:蓄力机体,速度第二,攻击力第一,高低速蓄力分别有不同的效果,上手困难。

The game has four characters, Reimu Hakurei, Marisa Kirisame, Sanae Kochiya, and Youmu Konpaku.

Reimu Hakurei: Homing shot, 3rd in speed, 4th in attack strength, easiest to pick up, can just sit there, good for beginners.

Marisa Kirisame: Foward focus shot, 1st in speed, 2nd in attack strength, lasers are piercing, note that laser hitboxes are very wide.

Sanae Kochiya: Spread shot, 4th in speed, 3rd in attack strength, practice well to shotgun, if so damage can match Marisa's.

Youmu Konpaku: Charging shot, 2nd in speed, 1st in attack strength, focused/unfocused charge have different effects, hard to pick up.

3. 基本操作 3. Basic Controls
以键盘为例:

上下左右:移动。菜单界面选择。

Shift:低速移动。

Z:射击,按住不放可以实现连射,单点就是一枪一枪发射。菜单界面前进/确定。

X:放雷。雷有高低速区别:高速雷威力低,主要用来消弹,雷效果持续过程中自机可以射击(妖梦除外);低速雷威力高,主要用来输出,雷效果持续过程中自机不可以射击。结界开启时按下X主动爆结界。菜单界面后退。

ESC:暂停、菜单界面后退。

请单独按下ESC暂停游戏,不要在按住其它按键的同时按下ESC,否则游戏不会暂停,并发出暂停失败的提示音。这么设计是为了防止Replay爆炸,希望大家理解。

Using keyboard as example:

Up/Down/Left/Right: Movement. Selection in the menu

Shift: Focused movement

Z: Shot attack, hold down for continuous stream, tap for individual shots. Advance/confirm in the menu.

X: Bomb. Bombs have different focused/unfocused effects: Focused bombs have lower power, mainly used to cancel bullets, while the bomb is active the player can continue shooting (except Youmu); focused bombs have high power, mainly used to output damage, while the bomb is active the player cannot shoot. When a border is active pressing X will actively break the border. Go back in the menu.

ESC: Pause, go back in the menu.

Please only press ESC to pause, do not press ESC while pressing any other key, or else the game will not pause, and will make a "pause failed" sound effect. This is to protect against replays bugging out, we hope you understand.

3. 游戏画面 3. Game Screen
右边从上到下:

1). 最高分:该难度下该角色最高分。

2). 分数:该难度下该角色当前得分。

3). 残机:命,每收集5个紫色的命碎片奖励一命(0.2*5=1.0),10.0个满。

4). 符卡:雷,每收集5个绿色的雷碎片奖励一雷(0.2*5=1.0),10.0个满。

5). 灵力:自机火力,4.00满,回收屏幕上的P道具即可增加该数值,小P+0.05灵力,大P+1.00灵力。

6). 最大得点:得点道具的最大得分,根据游戏难度不同,初始最大得点如下:

E=80,000,N=100,000,H=150,000,L=200,000,EX=300,000。

各种消弹、擦弹和成功维持结界到自然结束,可以增加最大得点数值。

各种消弹带来的增加量很少,可以忽略。

每擦1颗子弹,最大得点实时+10(结界开启过程中,实时增加暂停)。

结界系统带来的增加量最多,是最重要的手段,后述。

得点道具还有【增加樱花结界槽数值】的作用,后述。

7). 擦弹数:擦1颗子弹,该数值+1,全程累计。

Right side from top to bottom:

1). High Score: High score for the current difficulty and shot type

2). Score: Current score for the current difficulty and shot type

3). Lives: Lives, every 5 purple life fragments collected awards a life (0.2*5=1.0), 10.0 is max lives.

4). Spell Cards: Bombs, every 5 green bomb fragments collected awards a bomb (0.2*5=1.0), 10.0 is max bombs.

5). Power: Shot power, 4 is maximum, collecting P items in the game can increase this number, small P +0.05 power, large P +1.00 power.

6). Point Item Value: Maximum value for point items, varies according to difficulty, initial values as follows:

E=80,000, N=100,000, H=150,000, L=200,000, EX=300,000.

Various ways of cancelling bullets, grazing bullets, and sustaining borders until they naturally end can increase the Point Item Value.

The increase brought by grazing various bullets is negligible and can be ignored.

Every 1 bullet grazed, the Point Item Value instantly increases by 10 (when a border is active, instant increase is paused).

The border system brings the most increases to Point Item Value, described below.

Point items also increase the Cherry Border meter value, described below.

7). Graze: For every bullet grazed, increments by 1. Accumulated over entire run.

4. 主要得分手段 4. Main Scoring Methods
1). 射击并击破敌人 1). Shoot and defeat enemies
获得射击分和击破分,不过分数很少。 Earns shooting bonus and defeat bonus, but the score value is very low.
2). 回收得点道具 2). Collect Point Items
游戏中樱花色的方形道具即为得点道具,可通过以下方式回收:

① 在屏幕下方自行拾取,得分按照拾取高度折算,越靠近版底,分数越少。

② 放雷,全屏道具自动回收,得分按照最大得点计算。

③ 结界,全屏道具自动回收,得分按照最大得点计算。

④ 自机冲过道具回收线回收,只要一瞬过线即可全屏收取,得分按照最大得点计算。

不同自机回收线高度不同,但差距不大,从高到低排序:灵梦=早苗>魔理沙>妖梦。

The cherry blossom colored square items are point items, and can be collected as follows:

① Manually collect at the bottom of the screen, value is cut according to height of collection, the closer to the bottom, the less the value.

② Bomb, all items are automatically collected, value is calculated according to Point Item Value.

③ Border, all items are automatically collected, value is calculated according to Point Item Value.

④ Rush across the point of collection, only a moment over the line is needed to collect all items, value is calculated according to Point Item Value.

Different shot types have different point of collection heights, but the difference is not large. From highest to lowest: Reimu=Sanae>Marisa>Youmu.

3). 积极的擦弹 3). Proactively Graze
虽然道中不加分,但是过关会有结算,而且擦弹会带来很多间接收益,后述。 Although it doesn't increase score in the stage, it will be included in the stage clear bonus, and grazing will bring many other indirect benefits, described later.
4). 收取Boss的非符和Spell Card 4). Capture Boss' Nonspells and Spell Cards
① 非符 ① Nonspells
取得成功条件:在规定时限内击破Boss即算成功,与miss、扔雷、主动或被动爆结界无任何关系。

取得成功奖励:全屏消弹,非符Bonus=当前分数奖励,获得得点道具奖励。

取得失败条件:未能在规定时限内击破Boss即算失败,与miss、扔雷、主动或被动爆结界无任何关系。

取得失败惩罚:全屏清空,非符Bonus=0,无任何道具奖励。

非符Bonus初始分数只与游戏关面有关,不可见,但数值如下:

一面:5,600,000

二面:6,400,000

三面:7,200,000

四面:8,000,000

五面:9,000,000

六面:10,000,000

EX面:12,000,000。

非符Bonus分数会不断掉落,速度=60,000/秒,擦弹可以增加非符Bonus,每擦1颗子弹,增加4,000。

请将非符理解为没有名字的Spell Card,它的取得条件相比较于Spell Card要简单,当然奖励也相对少一些。

非符Bonus分数上不封顶。

Conditions for capture: defeating the boss within the defined time limit constitutes capturing the nonspell, irregardless of misses, bombing, and active or passive border breaks.

Capture reward: Screen clear, Nonspell Bonus=Instantly awarded to score, point items awarded

Conditions for capture failure: Being unable to defeat the boss within the defined time limit constitutes a failure, irregardless of misses, bombing, and active or passive border breaks.

Capture failure punishment: Screen clear, nonspell bonus=0, no items awarded

Nonspell bonus starting values are related only to the current stage. They are invisible, but are as follows:

Stage 1: 5,600,000

Stage 2: 6,400,000

Stage 3: 7,200,000

Stage 4: 8,000,000

Stage 5: 9,000,000

Stage 6: 10,000,000

Extra Stage : 12,000,000

The nonspell bonus will continuously fall, at a rate of 60,000/sec, grazing can increase the nonspell bonus, every bullet grazed increases it by 4,000.

Please treat nonspells as nameless spell cards, their capture conditions are simpler than spell cards, so the rewards are also a bit smaller.

There is no upper limit to the nonspell bonus.

② Spell Card ② Spell Card
取得成功条件:在规定时限内击破Boss,并且在此过程中不miss且不扔雷且不主动或被动爆结界。

取得成功奖励:全屏消弹,Spell Card Bonus=当前分数奖励,获得得点道具奖励。

取得失败条件:在规定时限内击破Boss,但是在此过程中有miss或扔雷或主动或被动爆结界,都将被判定为取得失败。

未能在规定时限内击破Boss,与miss、扔雷、主动或被动爆结界无任何关系,也将被判定为取得失败。

取得失败惩罚:在规定时限内击破Boss,全屏消弹,Spell Card Bonus=0,获得得点道具奖励。

未能在规定时限内击破Boss,则全屏清空,Spell Card Bonus=0,无任何道具奖励。

Spell Card Bonus初始分数只与游戏关面有关,数值如下:

一面:28,000,000

二面:32,000,000

三面:36,000,000

四面:40,000,000

五面:45,000,000

六面:50,000,000

EX面:60,000,000。

Spell Card Bonus分数会不断掉落(时符除外),速度=300,000/秒,擦弹可以增加Spell Card Bonus,每擦1颗子弹,增加20,000。

Spell Card Bonus分数封顶99,999,999。

Conditions for capture: Defeating the boss within the time limit, in the process not missing, bombing, or actively or passively breaking a border.

Capture reward: Screen clear, Spell Card Bonus=Instantly awarded to score, point items awarded

Conditions for capture failure: Defeating the boss within the time limit, but in the process missing, bombing, or actively or passively breaking a border is ruled a capture failure.

Inability to defeat the boss within the time limit, irregardless of missing, bombing, and active or passive border breaks, is also ruled a capture failure.

Capture failure punishment: If boss was defeated within the time limit, screen clear, Spell Card Bonus=0, items awarded.

If unable to defeat boss within time limit, screen clear, Spell Card Bonus=0, no items awarded.

③ 时符 ③ Timeout Spells
取得成功条件:在规定时限内,不miss且不扔雷且不主动或被动爆结界。

取得成功奖励:全屏消弹,Spell Card Bonus=当前分数奖励,获得得点道具奖励。

取得失败条件:在规定时限内,有miss或扔雷或主动或被动爆结界,都将被判定为取得失败。

取得失败惩罚:全屏消弹,Spell Card Bonus=0,获得得点道具奖励。

Spell Card Bonus初始分数只与游戏关面有关,数值如下:

一面: 28,000,000

二面: 32,000,000

三面: 36,000,000

四面: 40,000,000

五面: 45,000,000

六面: 50,000,000

EX面:60,000,000

Spell Card Bonus分数会不断掉落(时符除外),速度=300,000/秒,擦弹可以增加Spell Card Bonus,每擦1颗子弹,增加20,000。

Spell Card Bonus分数封顶99,999,999。

Conditions for capture: In the time given, not missing, bombing, or actively or passively breaking a border.

Capture reward: Screen clear, Spell Card Bonus=Instantly awarded to score, point items awarded

Conditions for capture failure: During the time given, missing, bombing, or actively or passively breaking a border is ruled a capture failure.

Capture failure punishment: Screen clear, Spell Card Bonus=0, items awarded.

Spell Card Bonus starting values are related only to the current stage. They are invisible, but are as follows:

Stage 1: 28,000,000

Stage 2: 32,000,000

Stage 3: 36,000,000

Stage 4: 40,000,000

Stage 5: 45,000,000

Stage 6: 50,000,000

Extra Stage : 60,000,000

The Spell Card Bonus will continuously fall (besides timeout spells), at a rate of 300,000/sec, grazing can increase the Spell Card Bonus, every bullet grazed increases it by 20,000.

The Spell Card Bonus is limited to 99,999,999.

④ 击破Boss非符和Spell Card,掉落的得点道具数量如下: ④ Item Counts After Defeating a Boss' Nonspell and Spell Card are as follows:
一面:24

二面:24

三面:24

四面:32

五面:40

六面:96+2

六面中Boss非符与EX面:48+2。

其中+2表示两个大得点道具,每个得分是小得点道具的5倍,且如果自机不是满火力,这两个大得点道具会变成大P。

Stage 1: 24

Stage 2: 24

Stage 3: 24

Stage 4: 32

Stage 5: 40

Stage 6: 96+2

Stage 6 Midboss Nonspell and Extra Stage: 48+2.

The +2 means two large point items, each worth 5 times a small point item, and if the player is not at full power, these two large point items will become large P.

⑤ 在Easy和Extra难度下: ⑤ In Easy and Extra difficulties:
击破某些特定敌人会固定掉落绿碎片或紫碎片。

在规定时限内击破非符,固定掉落绿碎片一个,与miss、扔雷、主动或被动爆结界无任何关系。

在规定时限内击破Spell Card,固定掉落紫碎片一个, 与miss、扔雷、主动或被动爆结界无任何关系。

时符不论取得与否,都固定掉落紫碎片一个,且与miss、扔雷、主动或被动爆结界无任何关系。

Defeating certain enemies will drop a green or purple fragment.

Defating a nonspell within the time limit will drop one green fragment, irregardless of missing, bombing, and active or passive border breaks.

Defating a Spell Card within the time limit will drop one purple fragment, irregardless of missing, bombing, and active or passive border breaks.

No matter if a timeout spell is captured or not, one purple fragment will be dropped, irregardless of missing, bombing, and active or passive border breaks.

5). 开启樱花结界 5). Activate Cherry Borders
结界系统后述。 The border system is described below.
6). 过关结算 6). Stage Bonus
本作结算由以下部分组成:

① 过关:数值=10,000,000*关面数(1-6,ex=7)。

② 擦弹:数值=10,000*本关擦弹总数。

③ 得点:数值=100,000*本关在结界开启过程中回收的得点道具总数(不问结界最终成败)。

④ 符卡:数值=30,000,000*本关成功收取的Boss Spell Card数。

⑤ 资源:数值=40,000,000*残机数+20,000,000*残雷数,满分600,000,000。残机与符卡的碎片不按照0.2的倍数纳入计算。

⑥ 系数:根据游戏难度决定,数值如下:E=0.8,N=1.0,H/EX=1.5,L=2.0。

一至五面结算分数=(①+②+③+④)*⑥

六面和EX面结算分数=(①+②+③+④+⑤)*⑥。

The stage clear bonus if this game is composed of the following:

① Clearing: Value=10,000,000*stage number(1-6,ex=7)

② Grazing: Value=10,000*bullets grazed this stage

③ Point Items: Value=100,000*Point items collected while a border was active (regardless of success or failure)

④ Spell Cards: Value=30,000,000*captured boss spell cards this stage

⑤ Resources: Value=40,000,000*lives+20,000,000*bombs, full value 600,000,000. Life and bomb fragments do not count as 0.2 in this calculation.

⑥ Difficulty:According to the difficulty, value as follows: E=0.8, N=1.0, H/EX=1.5, L=2.0.

Stages 1 through 5 =(①+②+③+④)*⑥

Stage 6 and Extra Stage=(①+②+③+④+⑤)*⑥

5. 结界系统 5. Border System
本作的得分关键之一,注意游戏画面左下角的樱花结界槽:

1). 初始状态为【零】,槽数值也为0。

2). 将槽填满即可开启樱花结界,不同难度的满槽值:E=5000,N/EX=8000,H/L=10000。

3). 游戏有以下方式可以增加该结界槽数值:

① 小得点道具:+100。

② 大得点道具:+200。

③ 擦弹/击破消弹/放雷消弹/满P消弹:+8,注意消弹会有紫色的小樱花视觉效果。

④ 按X主动爆结界/撞子弹、敌人、地形导致的被动爆结界所造成的消弹:每消1颗子弹,视难度不同,增加量不同,数值:E=5,N/EX=4,H=3,L=2。

4). 结界槽填满后会自动开启樱花结界,自机周身会出现结界环效果,【零】会变成【壹】,提示此时结界等级为一级。

5). 注意结界一旦开启,结界槽数值将自动下降,如果什么都不做,结界将在8.33s后自然结束。

6). 此时3)中所述的①②③仍然有效,如果能将结界成功撑过10s,【壹】会变成【贰】,加粗一层结界环,提示此时结界等级进入二级。

7). 同上,如果仍然什么都不做,结界将在8.33s后自然结束。

8). 此时3)中所述的①②③仍然有效,如果能将结界成功撑过10s,【贰】会变成【叁】,结界环出现蝴蝶效果,提示此时结界等级进入三级。

9). 此时不管做什么,都不能维持结界槽数值的掉落(即强制掉落),如果没有失误,三级结界将在8.33s后自然结束。

10). 结界开启过程中,结界槽上方会出现得点道具图标和【+xxxxx】的数字,这是【最大得点收益】,增加效果:每擦1颗子弹:一级+20,二级+40,三级+60。

注意:结界开启过程中,【每擦1颗子弹,最大得点实时+10】暂停。

11). 成功撑到自然结束的结界,会得到结界得分奖励,计算公式如下:

结界得分奖励=(最大得点收益 + 结界结束前瞬间最大得点 + 结界中的擦弹数*400)*结界中回收的得点道具数*结界倍率*0.2

其中结界倍率:一级=1,二级=2,三级=4。

如上述公式计算值小于5,000,000,则结界得分奖励=5,000,000。

12). 【最大得点收益】左边还将提示当前奖励的碎片种类和数量,形式如【绿碎片+x】【紫碎片+x】。

13). 碎片颜色按照【两次绿色】【一次紫色】的固定顺序循环。

14). 不论是成功撑到结界自然结束,还是主动/被动爆结界,都将获得当前结界等级下的碎片奖励,结界是几级,就奖励几个碎片。

15). 举例:三级结界结束前瞬间最大得点=400,000,一、二、三级分别擦弹100、200、300颗,得点道具总共回收250个,则全部奖励如下:

最大得点收益 =(100*20 + 200*40 + 300*60)=28,000,并且立即计入最大得点。

结界得分奖励 =【28,000 + 400,000 +(100 + 200 + 300)*400】*250*4*0.2

=【28,000 + 400,000 + 240,000】*200

= 133,600,000

奖励对应颜色的碎片三个。

如果因为各种原因爆掉结界,则全部奖励如下:

最大得点收益 =0,结界得分奖励 =0,获得爆掉的结界等级下的对应数量的碎片奖励。

16). 结界会被游戏剧情(Boss对话)和关底结算强制关闭,此时按照【当前等级的结界自然结束】来计算奖励。

A critical part to scoring in this game, note the cherry blossom border meter in the bottom left:

1). Initial state is "Zero", meter value is also zero.

2). Filling the border initiates a cherry blossom border, the various difficulties' full meters: E=5000, N/EX=8000, H/L=10000.

3). The game has the following ways to increase the border meter value:

① Small Point Item: +100.

② Large Point Item: +200.

③ Grazing/Defeat Cancelling Bullets/Bomb Cancelling Bullets/Full Power Cancelling Bullets: +8, note cancelling bullets will have small purple cherry blossom effects.

④ Pressing X to actively break border/cancels caused by hitting bullets, enemies, landscape and passively breaking a border: every bullet cancelled adds value depending on the difficulty, values: E=5, N/EX=4, H=3, L=2.

4). A border will begin automatically after filling the meter, a border ring will appear around the player, and "Zero" will become "One", showing that the border level is now one.

5). Note that once the border is started, the border meter will automatically decrease, if nothing is done, the border will end naturally after 8.33s.

6). At this time items ①②③ in 3) are still effective, if the border is successfully sustained for 10s "One" will become "Two", adding a thicker border ring, showing that the border level has entered level two.

7). As above, if nothing is done, the border will naturally end after 8.33s.

8). At this time items ①②③ in 3) are still effective, if the border is successfully sustained for 10s "Two" will become "Three", butterfly effects will appear on the border ring, showing that the border level has entered level three.

9). At this time no matter what you do, the border meter value's decrease cannot be stopped, if no mistakes are made, the level 3 border will end in 8.33s.

10). During the border, a point item and "+xxxxx" will appear above the border meter. This is the Point Item Value Bonus, increases as follows: Every 1 grazed bullet: level 1 + 20, level 20 + 40, level 3 + 60.

Notice: During a border, "For every bullet grazed, the Point Item Value instantly +10" is suspended.

11). Successfully reaching the natural end of a border will net a score bonus. Formula as follows:

Border Bonus=(Point Item Value Bonus + Point Item Value before border + Bullets grazed during border*400) * items collected during border * border multiplier * 0.2

Border Multipliers: Level One=1, Level Two=2, Level 3=4.

If the formula above calculates less than 5,000,000, Border Bonus=5,000,000.

12). To the left of the Point Item Value Bonus the current fragment award and count will be shown, as in "Green Fragment +x" "Purple Fragment +x".

13). Fragment colors follows a "2 green, 1 purple" fixed cycle.

14). No matter if a border successfully ends naturally, or is actively/passively broken, fragments will be awarded. The amount awarded is equal to the level of the border.

15). Example: Level 3 Border, PIV before border=400,000, at each level respectively grazed 100, 200, 300 bullets, total 250 items collected, awarded as follows:

Point Item Value Bonus = (100*20 + 200*40 + 300*60)=28,000, instantly added to Point Item Value.

Border Bonus = [28,000 + 400,000 +(100 + 200 + 300)*400]*250*4*0.2

=[28,000 + 400,000 + 240,000]*200

= 133,600,000

Three fragments of the corresponding color are awarded.

If the border is broken from various reasons, all awards are as follows:

Point Item Value Bonus=0, Border Bonus=0,Fragments awarded according to the level of the broken border.

16). If a border is forcibly ended by game plot (boss dialogue) or the end of the stage, awards will be calculated as if the border ended naturally at that moment.

6. 各种常见的失败效果与惩罚 6. Frequent Failure Effects and Punishments
1). 按X主动爆结界 1). Pressing X to actively break a border
结界失败,结界得分奖励=2,000,000。

最大得点收益清零,即不计入最大得点。

全屏消弹,获得爆掉的结界等级下的对应数量的碎片奖励。

Border fail, border score bonus=2,000,000.

Point Item Value bonuses cleared and are not item to the Point Item Value.

Screen clear, awarded resource pieces according to the border's level.

2). 撞子弹、敌人、地形导致的被动爆结界 2). Hitting bullets, enemies, landscape, passive border break
结界失败,结界得分奖励=0。

最大得点收益清零,即不计入最大得点。

全屏消弹,获得爆掉的结界等级下的对应数量的碎片奖励。

Border fail, border score bonus=0.

Point Item Value bonuses cleared and are not item to the Point Item Value.

Screen clear, awarded resource pieces according to the border's level.

3). 放雷 3). Bombing
全屏消弹,大量输出,符卡减1.0。

最大得点扣除值=(放雷前瞬间最大得点-该难度初始最大得点)*15%。

全屏道具自动回收,得点道具得分按照最大得点计算。

Screen clear, large amount of damage, bombs reduced by 1.0.

Point Item Value Reduced=(PIV before bomb - initial PIV for given difficulty) *15%.

All items auto-collected, with value calculated according to the Point Item Value.

4). 死亡 4). Dying
全屏弹幕清空,对自机很小半径范围内的敌人造成少量伤害,残机减1.0,符卡重置为2.0,碎片保留。

灵力减0.60,并且掉出若干小P。另需注意:残机为1和0、且灵力大于1.00时死亡,会掉出大F道具(Full Power:+4.00灵力)。

最大得点扣除值=(死亡前瞬间最大得点-该难度初始最大得点)*20%。

在回到满火力之前,所有敌人给出的道具由【全部是得点道具】变成【一半是得点道具、一半是P道具】,如果道具数是奇数,则优先P道具。

Screen clear, small amount of damage to enemies in a small radius around the player, lives reduced by 1.0, bombs reset to 2.0, pieces kept.

Power reduced by 0.60, and several small p items are dropped. Another note: When at 1 and 0 lives, and power is greater than 1.00 at death, a large F item will be dropped (Full Power: +4.00 Power).

Point Item Value Reduced= (PIV before death - initial PIV for given difficulty) *20%.

Before returning to full power, all point items given by enemies will instead become half point item, half P item. If the number of items is odd, power items are preferred.

5). 接关 5). Continuing
从跌倒的地方爬起来,其余一切参数与游戏初始相同,注意得分个位数会加1,表示接关1次。

游戏最多允许接关9次,Extra难度不允许接关。

Getting up from where you've fallen. All numbers will reset to the start of the game, but note that the ones place of the score will increment by one, indicating a continue has been used.

The game allows 9 continues, Extra difficulty does not allow continues.

7. 其他 7. Other
1). 本作中各种无敌时间如下:

结界开启后瞬间:1秒。

结界以任何方式结束后瞬间:1秒。

死亡后重生:5秒。

Boss最后一张Spell Card击破瞬间,自机立即无敌,防止同归于尽。

各个自机放雷的无敌时间不同,请自行观察研究。


2). 绝死雷时间为10帧(约0.17秒),即自机判定受到撞击后10帧以内,按下X键扔雷可避免死亡(最大得点扣除仍不可避免)。


3). 部分敌人的血量,随着选择游戏难度提高而略微有增加。

4). 妖梦低速蓄力斩的攻击力比高速蓄力斩高10%。

5). 各个自机的雷威力从高至低排序如下:

灵梦低速近身 > 魔理沙低速 > 早苗低速 > 妖梦低速 > 妖梦高速 > 魔理沙高速 > 灵梦低速远距离 > 灵梦高速 > 早苗高速


6). 自机擦弹范围比正作要大,在开启结界后,擦弹范围会变得更大一点。


7). 第二次观看ED可以按ESC键跳过,不分难度。另,录像保存完毕后,按X键或ESC键退出录像保存界面。


8). 查看官方玩家手册,steam游戏列表右键选择游戏,弹出菜单,选择查看玩家手册。


9). 拥有新浪微博账号的朋友,欢迎关注制作组官方微博:东方幕华祭制作组,里面能看到一些问题的解决方案。

1). Various Invincibility Times:

After getting a border: 1 second

After ending a border by any means: 1 second

Respawning after death: 5 seconds

When a boss's last spell card is being captured, the player is instantly invulnerable, to protect against mutual kills.

Each shot type's invulnerability time after bombing is different, please observe and research accordingly.


2). Deathbomb time is 10 frames (about 0.17 seconds), so if X is pressed within 10 frames of being hit, a bomb can be used to prevent death (Penalty to Point Item Value cannot be avoided)


3). The health of some enemies increases slightly with higher difficulties


4). Youmu's focused slash is 10% stronger than her unfocused slash


5). The bomb strengths of the shot types are ordered from highest to lowest as follows:

Reimu focused up close > Marisa focused > Sanae focused > Youmu focused > Youmu unfocused > Marisa unfocused > Reimu focused far away > Reimu unfocused > Sanae unfocused.


6). Player grazebox is larger than in official works. After getting a border, the grazebox will become larger.


7.) The second time viewing the ED can be skipped with ESC, regardless of difficulty. Also, after saving replays, press X or ESC to exit the replay saving screen.


8). Check the official player manual. Right click the game on Steam and click "Show player manual"


9). Friends that have Sina Weibo, please follow our Weibo page 东方幕华祭制作组. There are solutions to some problems.

Notes