Touhou Komakyou (東方古魔郷, lit. "Eastern Classic of the Scarlet Devil") is a Touhou Project fangame by Saigomen's Boss (さいごめんのボス), which is a vertical danmaku shoot 'em up remake of the official Embodiment of Scarlet Devil, mimicking the style of the Japanese Famicom, or from a Western perspective, the Nintendo Entertainment System. It is currently incomplete as of version 1.1, only having 3 stages. See Embodiment of Scarlet Devil/Story and Embodiment of Scarlet Devil/Spell Cards for the original story and spell cards of this fangame.
It being a replica of the Nintendo Entertainment System, the graphics and music are all in 8-bit, despite it being made for Windows. Therefore, everything has limited creativity, but this limit didn't stop the developers re-creating the spell cards, gameplay and story accurately from Embodiment of Scarlet Devil. With this, the dialogue is all in hiragana due to storage limitations for kanji on the original Famicom. Despite that, the dialogue is exactly the same from the official game. The title is a pun of EoSD's Japanese tile, 東方紅魔郷, changing "Lair" (紅) to "Classic" (古) in reference to retro gaming.
Touhou Komakyou 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. However, it's unique compared to other NES titles made as an STG. There are no difficuilty options in the game. The player will traverse 3 increasingly harrowing stages through the course of a regular game (3 since the game is still in development).
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 (Button 1) causes a short barrage of shots to be fired; it may be held down for rapidfire
- X (Button 2) releases a bomb, also known as a Spell Card (presuming that any are left)
- ⇧ Shift (Button 8) slows the character's movement and focuses their shots into a tighter area
- S (Button 9) pauses the game and brings you to the in-game menu
- Esc returns to the title screen.
- F12 will terminate the program (Alt + F4 can also be used)
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. However, you cannot see the meter. When the player reaches MAX power though, all bullets on the screen cancel out and become items which are automatically collected. While the player has maximum shot power, the player can use the point of collection.
Reimu Hakurei (Miss Shrine Maiden of Hakurei Shrine (博麗神社の巫女さん))
Marisa Kirisame (A Western Magician in the East (東洋の西洋魔術師)
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 quite small in comparison to your on-screen sprite. It is not clearly marked on the sprite, but it is possible to approximate its location well by looking at the white part of Reimu's clothes just above her red skirt, or the center of Marisa's pink ribbon on her back. 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.
The player is awarded extra lives upon reaching certain score totals or by collecting 1up items. 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. 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 + the number of times you have continued; you'll not be able to save a replay of your game, and you will reach the "Bad Ending" if you finish the game. You may continue up to 3 times, where you'll be sent to the start of the stage.
The main challenge and the main attraction. Each boss has multiple lives, which are represented by multiple health bars. Bosses normally alternate between attacking normally and attacking with Spell Cards, switching once with each life bar. 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. The health points are set in blocks rather than the usual bar due to limitations. Once defeated, they explode in a similar fashion to Mega Man. The following characters who are bosses are:
- 最高得点 (High Score): displays your highest score for the current character
- 得点 (Score): Your current score
- The number of remaining Players (initially 2 stars) / The approximate location of the Point of collection
- The number of remaining bombs (initially 3 stars)
- Displays the bosses health points in blocks. The number next to the 'E' tell how many bars she's got.
- Shows how much time you've got left before the boss goes to the next phrase.
- Shows the FPS.
- The player character.
- バカ. No, but seriously the enemy.
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Grazing will give you 5 points.
- When there is a good amount of bullets on the screen, they'll sometimes flicker. This isn't (necessarily) a glitch, rather, it is the NES's capability of showing only up to 64 sprites at the same time.