Concealed the Conclusion/Gameplay
- 1 Gameplay
- 2 Scoring
- 3 Endings
- 4 Glitches
The game may be played using either a keyboard or a gamepad.
Keyboard controls are as follows:
- The Arrow Keys move the character around
- Z causes a short barrage of shots to be fired; it may be held down for rapidfire
- X releases a bomb, also known as a Spell Card (presuming that any are left)
- C releases the Hakurei Yin-Yang orb, which turns bullets into Hakurei (press once to release and a second time to explode the orb)
- Shift slows the character's movement, and changes the nature of the character's shot and bomb; it generally makes your attacks more focused
- Esc pauses the game and brings you to the in-game menu
- Ctrl fast-forwards through any dialogue
- R' return to the title screen
- F12 insta-kill the game
- Home produces a .bmp screenshot in the /snapshot directory.
Concealed the Conclusion 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.
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 Cards used.
The player will traverse 6 increasingly harrowing stages through the course of a regular game, and the first 3 stages vary by your scenario. The trial version ends prematurely at Stage 3.
A character's "shot" is the player's primary method of attacking enemies. While the shot's attack area and behaviour varies depending on the character type the player has chosen, the shot can be powered up by filling up the Power Level by collecting power items. The shot gradually becomes more powerful when the player reaches the Power Levels of 8, 16, 32, 48, 64, 80, 96, and 128 (MAX), respectively. When the player reaches MAX power, all bullets on the screen cancel out and become star items which are automatically collected. While the player has maximum shot power, the player may auto-collect all items on screen by moving their character close to the top of the screen. This ability is very important for achieving high scores.
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 cancelling out any bullets in the bomb's way, as well as automatically collecting every item on screen. The player's character becomes invincible during and for a short time after the bomb's effect wears off. At the beginning of the game and any time your character respawns, you will start off with 3 bombs. Bomb items will increase your current stock by one. You can carry up to a maximum of 8 bombs at a time. If you receive a bomb when you already have the maximum, that bomb will be lost.
With default settings, you will start off with 3 lives. You can lose a life by getting "hit" by an enemy attack.
The hit box for your character is smaller than in the official Touhou games; it is a single point, not even a pixel wide. However, the bullet hitbox sizes in Concealed the Conclusion (and indeed, most Danmakufu scripts) are somewhat larger to compensate for this. If you hold Shift, a translucent red dot will appear, showing the location of the hitbox. If the hit box of your character's sprite comes into contact with the hit box of an enemy bullet, laser, or the enemy itself, then you have been hit.
If you have bombs in stock and the Bomb key is pressed within a short time of the player's character being hit, then the hit can be negated and countered with a bomb. This counter-bomb time interval is fairly short (12-16 frames or about 0.2 to 0.27 seconds depending on shot type) when your gauge is not full, and is extended to one second when the gauge is full; this decreases by one frame for each successive deathbomb. After this period expires, you will lose a life as normal.
The player is awarded extra lives upon reaching certain point item totals or by collecting 1up items. In all modes, extra lives are awarded at 100, 250, 450, 650, 900 and 1200 point items, although there are not enough point items in any mode to reach the fifth extend, and only enough in Extra and Phantasm to reach the second extend. Unlike in the official Touhou games, the point item intervals are not reset after continuing. 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, you will receive a bomb instead.
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 and you will not be able to save a replay of your game. You may set the number of continues to any value such from zero to 5 in gameplay settings (default is 1).
The main challenge and the main attraction. Each boss has multiple lives, which are represented by multiple health bars shown at the upper left of the screen. Bosses usually alternate between attacking normally and attacking with Spell Cards, 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.
Normal attacks are incrementally stronger versions of the boss character's basic attack. Spell Card attacks bedazzle the player with combinations of complex patterns that often involve the use of projectiles and obstacles crafted especially for use with that Spell Card. If the player manages to defeat a Spell Card attack without getting hit or using any bombs, a substantial score bonus is rewarded for the feat.
Each attack is accompanied by a timer. When time runs out, the boss will switch to their next attack pattern even if their health bar isn't empty. Waiting for a boss character's attack pattern to self-destruct may be enough to beat them, but mere survival won't earn the player any score bonuses. (Note: There are some spell cards in which the boss is invulnerable. For those cards, you WILL get a score bonus if you survive the countdown to zero.)
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 at times, use this marker to help you aim your shots.
If you meet the Hakurei requirement for the stage, the Hakurei gauge is at least 98% full (except for stage 6), and you are not playing on Easy difficulty, the boss will finish off with at least one last spell. These spells are significantly harder than the main spell cards but are a way to earn bonus points. You cannot use bombs or lose lives in a last spell (it simply ends if you get hit). During a last spell, your number of extra lives and bombs is crossed out with a red "x".
The only playable character in Concealed the Conclusion is Marisa Kirisame. The player can choose one of four attack types to use at the start of the game.
普通の魔法使い (Ordinary Magician)
- Basic Performance
- Initial Bombs: 3
- Marisa Type A
- 星符 ホーミングタイプ (Star Sign, Homing Type)
- At Normal Speed:
- Bomb: 「スーパーノヴァ」 ("Supernova")
- At Focused Speed:
- Bomb: 「メテオライト」 ("Meteo Light")
- Marisa Type B
- 光符 広範囲攻撃タイプ (Light Sign, Wide Attack Type)
- At Normal Speed:
- Bomb: 「アースライトレイ」 ("Earth Light Ray")
- At Focused Speed:
- Bomb: 「サテライトレイ」 ("Satellite Ray")
- Marisa Type C
- 魔符 狭指向強力タイプ (Magic Sign, Focused Attack Type)
- At Normal Speed:
- Bomb: 「スターダストレヴァリエ」 ("Stardust Reverie")
- At Focused Speed:
- Bomb: 「ミルキーウェイ」 ("Milky Way")
- Marisa Type D
- 恋符 貫通タイプ (Love Sign, Penetration Type)
- At Normal Speed:
- Bomb: 「ノンディレクショナルレーザー」 ("Non-Directional Laser")
- At Focused Speed;
- Bomb: 「マスタースパーク」 ("Master Spark")
I'll throw together one of these later -Benny1
- Stage Practice: To unlock a stage for Stage Practice for a given shot type the stage must have been completed by that shot type. The player will start with 7 lives in stock.
- Spell Practice: Non-Last Word spells are unlocked for Spell Practice for all shot types when they are encountered.
- Last Word Spell Cards: These are spell cards that are typically earned by accomplishing certain feats such as beating the game using certain shot types or seeing/capturing certain spell cards. In Concealed the Conclusion there is an alternate requirement for each Last Word spell card that is based on the total time played. See Last Word Spell Cards for details.
- Alternate Scenarios: To unlock a scenario for all shot types other than the one it corresponds to, complete the scenario without continuing.
- Extra: To unlock, clear all scenarios without continuing. Extra will be unlocked for all shot types.
- Phantasm is effectively a "second quest" of Extra mode. To unlock Phantasm for a given shot type (requirements for version 2.01):
- 1cc all scenarios using that shot type on Easy or Normal mode (Hard and Lunatic do not work for this requirement)
- Clear Extra mode using that shot type
- Clear at least one scenario using that shot type on Normal or above (regardless of continues)
- Attempt Lunatic mode using that shot type (clearing is not necessary, as long as the game ends properly and is recorded)
- Have at least 81 spellcards unlocked in Spell Practice
Listed below are the details for how points are given in Concealed the Conclusion.
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; the rate of increase depends on your graze counter, the base rate being multiplied by floor(graze/10). Actually destroying enemies will not provide any additional score, however enemies shoot bullets for you to "graze" and release items for you to collect, and those are very important for scoring as covered below.
"Grazing a bullet" means to have a bullet or laser come dangerously close to your hitbox. Each graze will increase your "graze counter" by 1, which is used to calculate the Clear bonus. 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. Grazing by itself is not worth any points, but it will increase the rate at which score is gained when damaging enemies, and can also give Hakurei points (see below).
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 are worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they show the value in yellow text. The auto-item-collect line is the same height as the height where point items reach their maximum value, so take advantage of this fact wherever you can for massive points. The maximum point value is 100,000 in all modes. In addition, there are also mini-point items, which are worth one-tenth that of a regular point item.
An important thing to keep in mind is that point items collected below the maximum value threshold are worth less their maximum value (although unlike the official Touhou games the decrease is linear from the POC, so collecting a few pixels below the line will still be worth 90000+ points); thus, even though items have been auto-collected moving downward prematurely may still cost points. Also, point items collected at the bottom of the screen are worth around 10% of their maximum value. The number of point items collected per stage is used to calculate the Clear bonus, discussed below.
While your shot is not fully powered up, power items are worth only 10 points. Once fully powered up, all power items currently on the screen become mini-point items. While the character is at max power, power items no longer appear, and mini-point items appear instead.
Large power items are worth 8 power items. There is also a full power item, which appears if you continue. It brings you to full power, and is converted to a point item if you are already at full power.
Hakurei items are used to increase your Hakurei, which affects three things: the starting value of spell card bonuses and the ability to face Last Spells, as well as the time limits for the Stage 6 boss fight.
Hakurei items are obtained by capturing Spell Cards, destroying bullets with the Hakurei orbs, and by grazing bullets. When the Hakurei gauge is not full grazing will give one Hakurei item but only when unfocused; when the gauge is full grazing both unfocused and focused will give three Hakurei items. Bombing, including deathbombing, reduces the player's Hakurei by 3%, while dying will reduce it by 9%, or 18% if the Hakurei gauge was full.
The small gauge around Marisa's sprite generally affects how many items you get (at least for grazing); shooting, grazing and collecting Hakurei items while unfocused will fill this gauge up. When the gauge is full, you can use the Hakurei orbs to turn bullets into Hakurei items. This will, however, deplete the gauge almost completely if you miss and didn't obtain any items to fill it up. Launching the orb costs 1% of your current Hakurei. Bombing puts a 20% penalty on the gauge. Dying or death-bombing will cause it to reset and disable it for 6 seconds after respawning; you will be unable to collect Hakurei items by grazing during this time. This also applies for failing a character's Last Spell.
At the end of a stage, if you have more Hakurei than what you started that stage with, you receive points equal to the net increase of Hakurei x 2500 points. On the other hand, if you have less Hakurei than you had at the start of the stage, you are awarded one amount of 100 points.
The Hakurei requirement for facing a Last Spell is:
Stages 1 to 5: 180 * Stage number * difficulty multiplier (1 for Normal, 2 for Hard, 2.5 for Lunatic) Extra: 1800 Phantasm: 2520
The Stage 6 boss battle has a timer, separate from each attack's individual timer, which will determine how long the player has to defeat the boss. The value of this timer begins at 2000 frames (33 1/3 seconds), plus an amount in ratio to current Hakurei value, and decreases over the boss fight. It will also change by the same ratio when the player's Hakurei increases or decreases during the fight. The ratio depends on the difficulty (information below is for R2.01):
|Difficulty||Ratio (frames per Hakurei point)||Ratio (Hakurei per minute)|
These items appear any time an enemy bullet is cancelled out. This can happen when you defeat an attack pattern of a boss (by depleting their current healthbar), at the moment you gain maximum shot power, when you destroy a certain enemy, or when you erase enemy bullets with a bomb. Each star item is worth 300 points + 5 points for every 20 grazes you have by that point. So for example, if you currently have 304 graze and you collect a star item, it will be worth 300 + (5 * (304 / 20)) = 370 points. The only exception is when star items are created by a bomb, in which case each star item generated is worth exactly 100 points.
Spell Card Bonus
Occasionally, a boss will attack using a Spell Card. You will know this is happening when the background changes and the Spell Card's name appears in the upper right corner of the screen. If the boss's healthbar is depleted within the time limit and without getting hit or using a bomb, the Spell Card bonus will be added to your score.
The bonus starts at a value equal to (500000 + Hakurei * 1000) * 3. As the time remaining decreases, the bonus decreases in value as well. If you capture a Spell Card you get bonus Hakurei in addition to the spell card bonus.
At the end of each stage, the player is awarded a point bonus based on their performance throughout the stage. The bonus is calculated as follows:
Stage x 10,000,000 (stage number, or 10 in Extra and Phantasm) Point x 50,000 (point items collected in the stage, minimum of 2000 points) Graze x 500 (graze count for that stage, minimum of 20 points) Hakurei x 2,500 (net increase in Hakurei during the stage, minimum of 100 points)
Note that the net increase is reckoned based on the highest value in any previous stage; thus if you have 3000 Hakurei at the end of Stage 3, 2000 at the end of Stage 4, 2800 at the end of Stage 5 and 4000 at the end of Stage 6 you will receive only 100 points for both Stage 4 and Stage 5, and 250000 for Stage 6.
In addition, if the stage happened to be the last stage , the following is added:
Player x 1,000,000 (lives in stock, including your current one) Bomb x 50,000 (bombs in stock)
Finally, depending on the conditions you played under, the result is multiplied by these modifiers:
Easy Difficulty: x 0.5 Normal Difficulty: x 1.0 Hard Difficulty: x 1.2 Lunatic Difficulty: x 1.5 Extra Difficulty: x 2.0 Phantasm Difficulty: x 2.0
4 Initial Lives: x 0.6 5 Initial Lives: x 0.3 6 Initial Lives: x 0.2 7 Initial Lives: x 0.1
The end result is then added on to your score.
The game contains three endings. The endings are not dependent on difficulty or shot type.
Bad Endings (Ending 1)
A Bad Ending is reached if the player runs out of lives at any point or if the player runs out of time during the Stage 6 boss battle.
Good Endings (Endings 2-3)
Good Endings can be seen by successfully completing Stage 6 and defeating Reimu (this must be done without continuing). Failing on Reimu's Last Spells does not matter.
Whether you will receive Ending 2 or Ending 3 depends on the number of scenarios completed. Specifically, if exactly one or three scenarios have been completed, you will receive Ending 2; if exactly two scenarios have been completed, you will receive Ending 3; if all four scenarios have been completed the game will alternate between the two endings on each clear.
- You can press X during the staffroll and you can see Marisa use her bomb. This is probably not intentional because it seems that Marisa can run out of bombs while you're doing this.
- Leaving the game window tabbed out during the staff roll seems to make the text overlap.