Well, I might like Touhou. Or I might not. What do you think?
Hi, the name's Karisa. This channel contains various scoring attempts, most of my first 1ccs, and a few other random things. But it's mostly about scoring. Touhou scoring is more fun than you may think.
BoSM marisaB footage you love to see it one thing that's probably worth mentioning though, shotgunning with the unfocused shot from the side of the boss (so that both the front shot and two side shots hit) does way more damage than the focused shotgun. this can be used to great effect at the start of patterns like a baal-like entity. also tobiko in her LS doesn't have a hitbox, so you can just move on top of her, and shiftspam to keep all the options on her, it can kill that LS in like 6 seconds before the shurikens even spawn
Thanks for the advice. Sounds like MarisaB is even better of a score shot than I thought! Not sure I enjoyed this game enough to play it any further, though.
I know we've talked about it before but your routing for AyaKosu in particular is extremely impressive for what I expected they would achieve. Makes me question my notion, on Easy at least, that YK is the best scoring shot. Apologies for how little accommodation there is for their practice options, though.
I'm almost certain Youmu/Koishi will score higher. It's hard to compete with ~1.3x PIV / 1.25x AS score, even if they fall behind in stage 4 due to getting a much less grazable boss. And they still have great range and damage for the stage 6 cash-in. Reimu/Kasen probably also score higher due to sheer graze gain-- I've had 1 million PIV exiting stage 2 with them. But they get a much weaker PIV cash-in: bad item collection and spell bonus DPS, and they're stuck with Reimu-box in the final spell.
@@KarisaMirisame What is Sakuya/Reisen's score potential like? Double PIV for items and increased damage for speedkills seems cool but I don't have much experience with DLW scoring.
@@thetacticianmusician6565 Lower-scoring than they seem at first, basically a worse Aya/Kosuzu (with better early-game autocollect but much worse power). Their shot is so weak they struggle to clear enough stage enemies, even with Reisen's homing. You can't have double damage and double PIV at the same time, so Sakuya's speedkills are only useful against Aimi.
Just wanted to say congrats on the run, and thanks for the video. I love DLW and Scoring runs of this game. I'm really hoping Youmu/Koishi ends up being better, not a big fan of the Reimu/Kasen shots. =P Doesn't seem likely though, you got ~46% more graze with them than runs with other teams got, but we'll see.
You're welcome! Comparing graze counts is a good idea-- it's hard to evaluate shots by total score/PIV, due to the huge penalty for a broken AS, but graze count should be a better indication. My current goal is 40b with all 4 scoring shots, to get a sense of their strengths and weaknesses. Currently I'm attempting Sakuya/Reisen, who've been surprisingly underwhelming given auto-collect for double PIV (they're so weak, Reisen's homing travels slowly enough they struggle to kill enemies, and Sanae/Seija aren't a good stage 4 boss for grazing). Personally I think Aya/Kosuzu is the most fun, even though they don't score the highest.
@@KarisaMirisame Same, I love Kosuzu's AS. I've been thinking of doing score runs with her team one of these days (on Easy though, I'm not confident enough to try No Missing Normal just yet =P). I have a crazy theory that Sakuya/Reisen and even Sanae/Seija could be better for Lunatic and Overdrive - at least comparatively - because you AS many more times than on Easy and Normal. You might be able to use Reisen's AS for the stage section, then Sakuya's AS to speedkill the spells; or even spawngraze non-spells with Sanae's AS, then insta-kill spells. This is probably just wishful thinking, I doubt routes would be this convenient in practice, but who knows... no one really scores this game above Normal (and for good reason, lmao, this game is insane).
No miss Normal shouldn't be difficult in a scorerun-- you get a much longer deathbomb window during ASes. The problem is you also need to not bomb! (Which is probably why no one scores above Normal. Perfect survival on Hard or above? Good luck.) I did an Easy run on a whim, and I think it actually scores higher than Normal! The AS extension bonus on Easy is ridiculous (6 frames per graze, compared to 3.5 on Normal), and lets you stall basically every pattern. And a few more grazes are possible, like spawn-grazing every wave of Acytota's 2nd spell, not just the start. I haven't had a decent full run, but just from the first 3 stages, feels like the Easy bonus more than compensates for lower bullet count and 2/3 of the AS bonus.
I don't have the patience to let the dialogue play out on every attempt, in a game this unforgiving. The full dialogue can be found in the raw XML files on the translation patch developer's blog, files like TWINS_EX/stage1_type2_text.xml. It can be hard to read, but it includes all the dialogue variants. (There are so many variants!) tenka.seiha.org/2019/02/%E2%99%AB-night-is-day-and-twilights-gone-away-%E2%99%AB/ Also, there's an old Jaimers video of this game that shows dialogue if you're interested, though it's with Hoshimi twins, which cover a very different part of the plot than Saijou. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-0aSmpX0xUFM.html
@@KarisaMirisame I understand. Ever thought of doing casual runs for that purpose, especially for gameplay archival? I'm not asking for touhou stuff but obscure bullet hells like this.
@Lebon19 For a game with 32 endings, and varying dialogue based on which twin has been used more? Good luck finding anyone to showcase all the dialogue on video. For the gameplay: there are some unique patterns in the easier routes, though that'd involve routing out the "wrong" choices to go full A or B route. Also every team has their own 6C midboss/second half of the stage portion. I might consider 6C Haneita? I haven't found any footage of it, and it took me like 10 runs to determine which choices to make to reach 6C instead of 6B. To show other routes or 6Cs I'd need to practice those stages, though... For now I've been more interested in trying to learn the sequel TWilight refrAIN, like determining the requirements for its "Secret Magic" alternate final attacks... I'm curious if an all secret magic run is practical.
@@KarisaMirisame I mean... I was not talking for this particular game in general. For games that have next to no footage... even if it's not all endings, it's better than nothing at all.
@@Lebon19 I'm sorry, I'm confused. Are you asking for what I already did, in that case? I recorded this video _because_ this game has almost no footage. I probably would do the same for any other obscure danmaku games, if I play any enough.
Nice run. I noticed the P-rate was increasing rather rapidly during stage 7, even though you weren't getting hit there. But, I take it you'd already passed the point where you needed the P-rate to stay low for the best ending. Was the check for that at the end of stage 5, so that you'd end up on stage 6C? And how low did P-rate need to be?
I think there's a route check before 4C/5C/6C, a mixture of choices made and P-rate? Not sure what the exact thresholds are. This series is too obscure to have English documentation. I do know that P-rate in the 30s at the end of 5C is enough to reach 6C, and I'm almost certain you can't go up a route once you reach stage 4, only same or down. Route won't change once you're in a stage 6, though twins rate can produce different variants of the same-letter ending. (This game has 32 different endings! There's various endings per twin/route for the main game, and Extra has a TLB/alternate ending based on P-rate.) I think the fast P-rate increase is mostly for added effect during the escape, the way a timer would be used in other genres? Apparently it symbolizes the corruption/infection rate, and the virtual city is falling apart... If the P-rate ever reaches maximum, you game over instantly, which might be relevant in stage 7... but since it increases by 1/10 of the distance to max if you're hit (less impact if P-rate is already high), and this game has such low life count, it seems very unlikely in practice. Probably would need to be hit several times near the start of stage 7 for it to matter? The final tension in 6B/6C always gives -99.99% even if you don't capture it, ensuring you enter stage 7 with 0%.
There's a "Gameplay and Strategy" HTML file in the game's folder; the mechanics are all in there, including exact formulas for the AS time extension and score/PIV bonus. As a summary, the bonus is proportional to the total frame count of the AS (minus the default 6 seconds, and including any leftover frames if ended by stage clear), to the power of 1.3. What's "AS level"?
There's no such thing as "AS level", then. The AS gauge is a nonlinear representation of the remaining frames... you can graze up an extremely long AS, but it'll never overfill the bar. It's hard to tell what the formula is; I couldn't find it in the file. (It's slower than a logarithmic axis, since that still increases without bound. Perhaps a reciprocal axis? Doubling the frame count uses up half the remaining space?)
The spells that work fine normally are likely algorithm-based, where a base spell has aspects of it multiplied or added based on difficulty value, meaning it'll use Extra and Overdrive's numbers to calculate. Parts of the spell that don't work or are missing likely have a seperate instruction for all 4 difficulties and thus doesn't work on Extra/Overdrove
Wow, dude your awesome, the best I've done was beating suwako, and now I'm working on koishi, she is one of my favourite bosses :P but do you have any tips on how to get better at the game, I've been playing for 3 months now, and am now trying like crazy to defeat every official extra boss, but I don't have any ideas on how I should be practicing
I don't really think this is widedpread information yet, but I also had this bug, I learned it has to do with being vertically under Shinki when her bar gets to cyanblue. My approach to never have this to happen is to move unfocused at the bottom to the left or right when her hp bar is about to become cyanblue, that prevents this from happening for me each time.
Overdrive is a difficulty you can select in TD spell practice for a few spells (one per boss, except Kogasa and Nue don't have any). It's not intended to be playable in the full game.