I wonder though, what is the clear bonus made out of? I did a 1cc that finished with 1 life short of max and the clear bonus was nearly 600mil, I remember reading somewhere about lives counting for about 40mil each, but what about the rest?http://en.touhouwiki.net/wiki/Subterranean_Animism/Gameplay#Scoring
Apparently power and PIV play a role. In case you weren't aware, the wiki pretty much has the mechanics of all of the Windows games explained completely.LLS/MS should be decently accurate too, if I recall correctly. At least, I went through them a while ago and corrected anything I could find-- the pages included strange copy-paste info like saying there was a limit of 8 lives/bombs at a time (there's not) and saying that bomb range depends on the character (they always cover the entire screen, MS bomb length is all that varies).
I have a near zero knowledge about scoring. What's the most basic thing for scoring? Grazing perhaps? From SA and forth are they added to the stage bonus or final bonus?
How do people line up the Eternal Meek safespot?(http://i.imgur.com/QqZWxsW.png)
I have a near zero knowledge about scoring. What's the most basic thing for scoring? Grazing perhaps? From SA and forth are they added to the stage bonus or final bonus?It really depends on the game, as the gameplay gimmick is always a major part of scoring.
Thanks Shimatora and Karisa :) I wonder if increasing the PIV is the best part to start scoring, would MoF be a good game to practice score run?
Speaking of the wiki, I found this kind of silly.
(MoF Strategy section): A suicide at the start of the game may well be good strategy for advanced players.
Speaking of the wiki, I found this kind of silly.
(MoF Strategy section): A suicide at the start of the game may well be good strategy for advanced players.
So does UFO, given that "blue and rainbow UFOs only" is a nice survival challenge as well. GFW, while hard as hell, might be my thing too. Freezing stuff and then grazing to freeze more stuff faster sounds fun.
Thanks Shimatora and Karisa :) I wonder if increasing the PIV is the best part to start scoring, would MoF be a good game to practice score run?Besides increasing PIV, be sure to know where the majority of score will come from. (Some games depend more than item collection)
I also looked into MoF and EoSD, and don't really think they're my thing. MoF not only needs a PERFECT survival, but also special route tricks to keep the faith meter from falling. I don't like too much restriction, preferring some room for mistakes. EoSD needs trading survival resources for score, which I'm not a fan of either.Most windows games trade resources for score. You don't need "PERFECT survival" for a score run unless you're at that level in which you can do the survival fairly consistently.
I imagine it's done to get to max power ASAP so as to start building up faith faster. But since there are no lives you can get over the maximum, you do lose some of endgame bonus you would have gotten for that life. So, that faith boost isn't worth it, then?More so for the extra bombs, but it is definitely not worth it as the endgame bonus is worth a lot of your score.
Apparently, this was not meant to be part for the whole game, but instead for the trial version. Meaning it's outdated and therefore people assume it's meant to be for the full game. A misunderstanding, pretty much.Thanks for clarifying~!
Most windows games trade resources for score.
Apparently, this was not meant to be part for the whole game, but instead for the trial version. Meaning it's outdated and therefore people assume it's meant to be for the full game. A misunderstanding, pretty much.Hmm, that's interesting. It actually makes a lot more sense that way. The lack of a clear bonus changes strategy-- suicides for starting power are also useful in PCB/DDC trial routes.
(The wiki "strategy" pages are generally pretty bad though, in my experience.)
EoSD needs trading survival resources for score, which I'm not a fan of either.Is there any particular reason you're against doing that?
PCB needs breaking borders on purpose, which I don't feel like doing as well, even at times when there are enough bullets to get another border.
Is there any particular reason you're against doing that?
Well, yes, there are a few times when you might break a border on purpose to get another border. It's not often as far as I know.
As you were speaking about competition earlier, I don't think it's a good idea to be shunned by high-looking numbers.
Personal preference, I guess. A perfect scoring system for me is one that rewards taking a risk while not using the limited survival resources. (Ketsui is a good example, I think.) I guess I'm more of a survival and challenge player, but if I can nab a score to boast about along the way, then all the better. Not to say I can't appreciate systems that require such tradeoff. Garegga scoreruns look no less impressive to me. It's just not something I wish to learn doing. I mean, I could in theory try scoring in EoSD Easy nowadays, since I don't worry as much about my survival there, but I just don't feel like it.Games that require you to use resources to score are just another archetype altogether - it's a game of planning resources and learning to use them optimally, which is pretty refreshing alongside the usual dodge-and-control.
Got a combined score of 700M in practice mode stages with ideal resources. Now to pull it all off in a full run... ::)
S1: 25M
S2: 42M
S3: 229M
S4: 121M
S5: 191M
S6: 117M (103M without insane strategies)
/edit 710M
//edit 725M
What you say it'll in half a year and not, let's say, right now? I'm pretty sure you could start easy mode scoring for example, or work on normal mode even. I understand you want to do other things first, but why specifically hlf a year?
Give EoSD Normal a go ;3I might, though when it comes to EoSD, I prefer survival to scoring. A No Death EoSD Normal run is long overdue.
Finishing with more familiars on screen is more important than the total number released. Also, the location of the familiars matters-- the familiar explosions cancel bullets and turn them into extra time orbs.
- Familiars. In stages, wait for the fairies to release them, then kill their master while they're still on screen. During bosses, almost time them out so they release as much as possible. Finishing them with as much familiars on screen as possible might be a good thing to keep in mind too.
I think in Easy scoring, when playing as a team or solo Youmu, it'd be better to stay unfocused nearly the entire time (though in some places it can be useful to focus as a team to avoid letting your shots destroy familiars).
- Gauge. Stay human during stages for double point item value, PoC as much as possible. Stay youkai during bosses for grazing. Though, outside of supergrazes, Easy mode doesn't seem to be very profitable with that. Maybe staying human might be a good idea in a few places.
wall
It might be okay to bomb This section (http://youtu.be/BFSefUvkCwA?t=16m32s) for the point items on solo human characters (I don't believe teams or solo youkai should have any issues with killing things, aside from perhaps Magic/Solo Alice, because her shot is questionably useful for stages).
supergraze on the 4th last spell
Those fairies (https://www.youtube.com/watch?v=fkCWnMuBhMo) you have to be careful on. The maximum they should spawn is 4 familiars, otherwise you will lose the next fairy, which loses score.
those fairies that spawn familiar after familiar also exist in stage 3 (http://youtu.be/BFSefUvkCwA?t=8m20s)
what confuses me are the cases when familiars respawn and disappear constantly. Why in some cases it's okay to destroy a bunch of them and in others it's best not to touch any?Generally, you don't want to break familiars during bossfights unless you get something out of it. The exceptions to this rule are two of Marisa's nonspells (first and fourth) during which new familiars spawn only if you destroy them. On any other nonspell, on human solo it will be more beneficial to shoot the familiars instead of the boss (whether you destroy them or not), since the damage caused will be soothed while the time gained from shooting will be the same as regularly, thus resulting in extra time gain.
Prometheus' "Full Extent of the Jam"
I don't think it's a good approach to think about the time a game might take, since the Touhou games, while competitive, are the best approached as an entertainment medium. If there is something you like and enjoy, I don't think it's relevant at all to think about how big part of your life you might be committing. Mostly, it is considered a good thing for games to have a lot of content, as time spent doing something that makes you feel good should hardly be thought of as time wasted. This is obviously just my personal take on the matter, but I find the other approach very depressing and dissatisfying.
On top of that, I've found delving deeply into a Touhou game (Imperishable Night, no less) a very enlightening experience.
In the past year, I played it for 300 hours, I think.As someone who's done a lot of speedruns, I'd say that that's not a lot, There were periods of time where I would clock 300 hours on one game in a month just trying for improvements, looking for strategies, etc. In the past 6 months since I got back into Chip's Challenge I have probably 1,000 hours of stuff relating to the game-level design, testing, just playing, and optimizing. Maybe I'm just obsessive, but obsessive gets results :V