The Last Comer/Gameplay

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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)
  • Shift slows the character's movement, and changes the nature of the character's shot; it generally makes your attacks more focused
  • Esc pauses the game and brings you to the in-game menu
  • R resets to the Touhou Danmakufu title screen
  • BackSpace lets us retry the script
  • Home saves screenshots; entire, play field, and 1/4 size version of it

Basic Gameplay

The Last Comer 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.


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 the player has chosen.


The Last Comer features bombs (actually spell cards) with distinctive visual styles that differ between shot types. 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. The player's character becomes invincible during and for a short time after the bomb's effect wears off.

A At the beginning of the game and any time your character respawns, you will start off with 3 bombs. In addition, extra bombs are awarded after the Stage 6 midboss, as well as the Extra Stage midbosses.

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.


You start off the game with 2 lives in stock in addition to your current life. You can lose a life by getting "hit" by an enemy attack.

The hit box for your character is quite small in comparison to your on-screen sprite, approximately only one pixel in size. If you hold Shift, a colored dot will appear, showing the hitbox precisely. 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.

In The Last Comer, the player's life stock is represented by hearts. The player is awarded extra lives upon reaching certain score totals or by collecting 1up items. In the regular game, the player is awarded extra lives at 10, 20, 40, 60, 80, 100 and 140 million points. A 1up item is dropped after defeating the midbosses of Stage 3 and Stage 5, bringing the total number of extra lives earned to nine. In the Extra stage, the player is instead awarded extra lives at 50 and 100 million points.


There are 6 stages and an extra stage in the full version of the game:

  1. Stage 1:「解かれし封印」 The Broken Seal
  2. Stage 2:「薔薇色の空と葡萄酒の海」 The Rose-Colored Sky and the Wine-Colored Sea
  3. Stage 3:「天纏うは星の王冠」 Heaven's Crown of Stars
  4. Stage 4:「日と月と星の少女の受難」 Suffering of the Girls of the Sun, the Moon, and the Stars
  5. Stage 5:「1/144,000の争奪戦」 Struggling of the 1 in 144,000
  6. Stage 6:「明日はきっと晴れるや」 Tomorrow the Sun Will Surely Rise
  7. Extra Stage:「邪星に愛された憐花」 The Evil Star's Beloved, Sorrowful Flower

Boss Battles

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 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.

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 boss attacks with a spell card bonus that does not decrease. For those bosses, you WILL get a score bonus if you survive the countdown to zero without dying or bombing.)

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.


Screen Layout

Screen layout
  1. Your character
  2. Player Score
    • High Score: your highest score for the current character, type, and difficulty
    • Score: your current score
  3. The number of remaining lives and bombs / The approximate location of the point of collection
  4. Player Status
    • Power: your shot power level, maxing out at 4.00
    • Point value: the current value of point items
    • Graze: the number of enemy shots that have grazed your hitbox during the game
  5. Enemy Status
    • 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.
    • Right number: the amount of time left before the enemy's attack spell fails (self-destructs)
  6. Meteor/Star Gauge
    • There is a Gauge to the left of the screen for the entirety of the game (excluding the ending). This gauge marks how much power you have collected from stars in a percentage. When the gauge reaches 100%, then you immediately enter a period of invincibility in which all bullets (excluding lasers) are changed into point items and all stars collected count towards your score. This period lasts until the gauge has completely drained itself.
  7. Spell Card Status
    • Title: the name of the Spell Card being used
    • Bonus: the constantly-updating value of the Spell Card Bonus
    • History: the number of times you have "collected" the Spell Card currently being used, and the number of times you have faced it.

Unlockable Features

  • Extra Stage
  • Level Practice




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 not award you any extra points.


While the Meteor/Star gauge is activated, all stars on-screen turn into dark blue stars. These stars add onto your score when collected. The scoring for the dark blue stars follows this equation:

One dark blue star = 500000 + difficulty + (amount of graze * 120)

with the difficulty value being:

Easy 1000
Normal 2000
Hard 3000
Lunatic 4000
Extra 0

During a Spell Card attack, the score added by dark blue stars that the player collects is doubled. Any stars that are turned into dark blue stars do not turn back into their regular star type when the gauge is depleted.

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 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.

The bonus starts at out at a value equal to:

2 million * (stage number + difficulty value)

with difficulty value being:

Easy 0
Normal 1
Hard 2
Lunatic 3

Bonuses in Extra have a starting value of 22,000,000.

With the exception of a few Spell Cards in which you must wait out the timer, the bonus decreases over time, starting immediately after the spell card starts. The bonus decreases at a constant rate of:

0.75*(starting value)/(time limit in seconds) per second

Clear Bonus

At the end of a stage, the player is awarded a clear bonus.

(stage * 1 million)

At the end of the game, the bonus is calculated as following, using the first two digits of your power:

Easy: (lives in stock * 0.5 million) + (bombs in stock * 0.25 milion) + 
(power * 1 million) + (base point item value * 100) + 6 million points.
Normal: (lives in stock * 1 million) + (bombs in stock * 0.5 million) +
(power * 1 million) + (base point item value * 100) + 6 million points.
Hard: (lives in stock * 2 million) + (bombs in stock * 1 million) +
(power * 1 million) + (base point item value * 100) + 6 million points.
Lunatic: (lives in stock * 3 million) + (bombs in stock * 1.5 million) +
(power * 1 million) + (base point item value * 100) + 6 million points.
Extra: (lives in stock * 3 million) + (bombs in stock * 1.5 million) +
(power * 1 million) + (base point item value * 100) + 7 million points.