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- So. This game. This has a very obtuse scoring system that it took me a while to even figure out. It's a fun system to route once you know how it works, and the anti-stall mechanics are a nice change from many scoring systems' boss farming, but it can be difficult to understand for a viewer.
- The basics:
- - This game has no bombs. (Look at the sidebar-- the bombs are frozen!)
- - Shield meter (bottom left) charges by collecting crystals (canceled bullets). Taking a hit subtracts 100%.
- - At 300% shield, press X to use a release, HSiFS-style. Releases are the only way to gain PIV.
- - Reimu and Yukari are manually swapped with C.
- - The game is timed, 24:00:00 decreasing irregularly, but since it's basically "score to survive", clock mechanics are mostly irrelevant in scoring. The only relevant mechanic is dying loses ~33 minutes (on Normal) on the clock.
- - If there's at least 18:00:00 remaining on the clock at the end of stage 3, the stage 4-6 bosses use an extra timeout spell.
- Release charging:
- - Most enemies cancel bullets when killed, dropping red/purple crystals, which charge both the shield meter (bottom left) and swap meter (bottom right).
- - Boss phase cancels (including the cancels as midbosses spawn) also drop red/purple crystals.
- - After swapping characters, the swap meter drains. During this time, red/purple crystals charge the shield meter faster.
- - Capturing a spell maxes out the shield meter at 300%.
- - Dying sets the shield meter to 200%.
- Chain multiplier:
- - Each release after the first adds 0.1 to the chain multiplier. (2 releases -> 1.1 mult, 3 releases -> 1.2 mult, and so on)
- - Multiplier affects PIV and initial spell bonuses.
- - Chain resets every stage, or if the 25-second timer runs out. (It also resets if you press X when not at 300% shield!)
- - The 25-second timer pauses during spell cards.
- Reimu/Yukari A mechanics:
- - Bullets inside the release circle become PIV.
- - If a chain is active, bullets outside the release circle become gold crystals. Gold crystals help charge the next release, and give PIV-scaled points. (Gold crystals aren't boosted by character swapping, and they don't charge the swap meter!)
- - Reimu has higher DPS than Yukari.
- - Reimu/Yukari A's passive: After swapping from Yukari to Reimu, Ran persists while the swap meter is draining. This burst of DPS can improve spell bonuses.
- Other:
- - Releases fail spell cards, *unless* it's at the start of a spell, before the spell bonus is visible.
- - It generally maximizes the PIV cancel to release as late as possible without failing the spell. (I use the spell name as a reference, releasing before the name reaches the top of the screen.)
- - Spell cards only drop point items if captured!
- - Items stolen by rabbit familiars (Theft Sign "Point Item Thief") are subtracted at 1.0 multiplier, but added back at current multiplier. So it's profitable to let rabbits steal items.
- - Graze is worth 5000 points flat. It's possible to spawn-graze during releases, and 15,000 graze over the course of the run adds up to 75 million, which isn't negligible.
- - The clear bonus is a static 100 million. Remaining lives and clock are irrelevant.
- Spell bonus reference for final timeout spells (can be used to verify the stage's final multiplier):
- Stage 4: Death Arcanum "Life Hanging on a Thread": 48m = 20m * 2.4
- Stage 5: Limitless "Sea of Aether Particles": 89.3m = 23.5m * 3.8
- Stage 6: "Snow Lotus Requiem": 81m = 30m * 2.7
- Summary of scoring goals:
- - Release to spawn-cancel bullets for PIV
- - Stage 5/6: gold crystals matter more than PIV
- - Chain releases to build up multiplier
- - Swap characters as needed to charge releases faster
- - Capture spells (for multiplier-scaled spell bonuses, point items, and maxing out the release meter)
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