Ad blocker interference detected!
Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers
Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.
- Return to Concealed the Conclusion
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)
- C releases the Hakurei Yin-Yang orb, which turns bullets into Hakurei
- Shift slows the character's movement, and changes the nature of the character's shot and bomb; it generally makes your attacks more focused
- Esc pauses the game and brings you to the in-game menu
- Ctrl fast-forwards through any dialogue
- R' return to the title screen
- F12 insta-kill the game
- Home produces a .bmp screenshot in the /snapshot directory.
Concealed the Conclusion 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.
The player will traverse 6 increasingly harrowing stages through the course of a regular game, and the first 3 stages vary by your scenario. The trial version ends prematurely at Stage 3.
Once two scenarios have been completed, an Extra Stage is unlocked, available for any character that has accomplished that feat. The Extra Stage features significantly stronger and faster enemies, an extremely difficult midboss and boss battle, and no option to continue if all lives are lost.
To unlock Phantasm, you must meet the following requirements:
- 1cc Normal Mode with all shot types on their respective scenarios
- Clear Extra Mode for that character
- 1cc all scenarios as that character on normal mode(hard mode doesn't work for this requirement)
- Attempt Hard and Lunatic mode
- Have 308 spellcards unlocked in Spell Practice(?)
If all these requirements have been met, Phantasm is unlocked. Phantasm is effectively a "second quest" of Extra mode.
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. The shot gradually becomes more powerful when the player reaches the Power Levels of 8, 16, 32, 48, 64, 80, 96, and 128 (MAX), respectively. When the player reaches MAX power, all bullets on the screen cancel out and become star items which are automatically collected. While the player has maximum shot power, the player may auto-collect all items on screen by moving their character close to the top of the screen. This ability is very important for achieving high scores.
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 X bombs, where X is determined by your character. 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 smaller than what it normally is in a touhou game; it is a single point, not even a pixel wide. However, the bullet hitbox sizes in CtC(and indeed, most danmakufu scripts) are somewhat larger to compensate for this. If you hold Shift, a translucent red dot will appear, showing the location of the hitbox. 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.
If you have bombs in stock and the Bomb key is pressed within a short time of the player's character being hit, then the hit can be negated and countered with a bomb. This counter-bomb time interval is extremely short(about .1 seconds) when your gauge is not full, otherwise(and when you have just lost a life) the period is comparable to Border Team's counter-bomb period in IN. After this period expires, you will lose a life as normal.
The player is awarded extra lives upon reaching certain point item totals or by collecting 1up items. For the regular game, extra lives are awarded at insert data here. For the Extra Stage, extra lives are awarded at insert data here point items. Unlike in the official Touhou games, the point item intervals are not reset after continuing. 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, you will receive a bomb instead.
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 will not be able to save a replay of your game. You may set the number of continues to any value such from zero to 5 in gameplay settings(default is 1).
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. Coloured sections on the health bar indicate the start of a Spell Card attack when the boss' health is depleted that far.
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.
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 at times, use this marker to help you aim your shots.
The only playable character in Concealed the Conclusion is Marisa Kirisame. The player can choose one of four attack types to use at the start of the game.
普通の魔法使い (Ordinary Magician)
- Basic Performance
- Initial Bombs: 3
- Marisa Type A
- 星符 ホーミングタイプ (Star Sign, Homing Type)
- At Normal Speed:
- Bomb: 「スーパーノヴァ」 ("Supernova")
- At Focused Speed:
- Bomb: 「メテオライト」 ("Meteo Light")
- Marisa Type B
- 光符 広範囲攻撃タイプ (Light Sign, Wide Attack Type)
- At Normal Speed:
- Bomb: 「アースライトレイ」 ("Earth Light Ray")
- At Focused Speed:
- Bomb: 「サテライトレイ」 ("Satellite Ray")
- Marisa Type C
- 魔符 狭指向強力タイプ (Magic Sign, Focused Attack Type)
- At Normal Speed:
- Bomb: 「スターダストレヴァリエ」 ("Stardust Reverie")
- At Focused Speed:
- Bomb: 「ミルキーウェイ」 ("Milky Way")
- Marisa Type D
- 恋符 貫通タイプ (Love Sign, Penetration Type)
- At Normal Speed:
- Bomb: 「ノンディレクショナルレーザー」 ("Non-Directional Laser")
- At Focused Speed;
- Bomb: 「マスタースパーク」 ("Master Spark")
I'll throw together one of these later -Benny1
The scoring system is heavily tied to your Hakurei level, somewhat similar to Perfect Cherry Blossom. Listed below are the details for how points are given in Concealed the Conclusion.
Enemies do not provide score. However, enemies shoot bullets for you to "graze" and release items for you to collect, and those are very important for scoring as covered below.
"Grazing a bullet" means to have a bullet or laser come dangerously close to your hitbox. Each graze will increase your "Graze number" by 1, which is used to calculate the Clear bonus. You can only graze a bullet once, so you won't gain any additional points or graze by following a bullet. Lasers can be continually grazed throughout their duration, but once again, moving around will not gain you any additional points or graze. Grazing will give you Hakurei points, the main way to score.
As its name implies, point items are the major source of points in the game. The higher up on the screen you collect them, the more points they are worth, up to a defined maximum. You can easily tell when you are collecting point items for their maximum value, since they show the value in yellow text. The auto-item-collect line is the same height as the height where point items reach their maximum value, so take advantage of this fact wherever you can for massive points.
An important thing to keep in mind is that point items collected below the maximum value threshold are worth less their maximum value. At merely a pixel below the line, the value drops drastically. This is a very large difference, so do your best to collect items without prematurely retreating down to the lower parts of the screen. Also, point items collected at the bottom of the screen are worth around 10% of their maximum value. The number of point items collected per stage is used to calculate the Clear bonus, to be discussed later.
While your shot is not fully powered up, power items are worth only 10 points. Once fully powered up, all power items currently on the screen become mini-point items. While the character is at max power, power items no longer appear, and mini-point items appear instead.
Large power items are worth 8 power items. There is also a full power item, which appears if you continue. It brings you to full power, and is worth 1000 points if you are already at full power.
Hakurei items are used to increase your Hakurei, which does two things: one, affect the time limits for boss fights (particularly the last boss fight, being both an important story item and the last boss fight); and part of the game's scoring system (the system is similar in concept to Perfect Cherry Blossom's Cherry system).
Hakurei items are obtained by capturing Spell Cards, destroying bullets with the Hakurei orbs, and by grazing bullets. The small gauge around Marisa's sprite generally affects how many items you get (at least for grazing); shooting, grazing and collecting Hakurei items while unfocused will fill this gauge up. When the gauge is full, you can use the Hakurei orbs to turn bullets into Hakurei items. This will, however, deplete the gauge almost completely if you miss and didn't obtain any item to fill it up.
Bombing puts a penalty on the gauge, and dying or death-bombing will reset it and you will temporarily unable to collect Hakurei items. This also applies for failing a character's Last Spell.
At the end of a stage, if you have more Hakurei than what you started that stage with, you receive points equal to the net increase of Hakurei x 2500 points. On the other hand, if you have less Hakurei than you had at the start of the stage, you are awarded one amount of 100 points.
These items appear any time an enemy bullet is cancelled out. This can happen when you defeat an attack pattern of a boss (by depleting their current healthbar), at the moment you gain maximum shot power, when you destroy a certain enemy, or when you erase enemy bullets with a bomb. Each star item is worth 300 points + 10 points for every 40 grazes you have by that point. So for example, if you currently have 304 graze and you collect a star item, it will be worth 300 + (10 * (304 / 40)) = 370 points. The only exception is when star items are created by a bomb, in which case each star item generated is worth exactly 100 points.
Enemy Bullet Bonus
When you finish off one of the boss's lives (caused by completely depleting the visible healthbar) or defeat a Spell Card of a boss, all enemy bullets on screen are tallied up to calculate the Enemy Bullet Bonus. The more enemy bullets there are on screen, the higher this bonus becomes. This bonus is independent of any star items collected from finishing off a boss's attack pattern. Finding the correct time in a boss's attack to finish them off can mean the difference between an Enemy Bullet bonus of 100,000 and one of 4,000,000 or more.
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 healthbar 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 starting value of the bonus depends on the Spell Card used. As the time remaining decreases, the bonus decreases in value as well. If you capture a Spell Card (i.e. clear it without bombing or dying) you get bonus Hakurei.
At the end of each stage, the player is awarded a point bonus based on their performance throughout the stage. The bonus is calculated as follows:
Stage x 1000000 (stage number, Extra = 7) Point x 50000 (point items collected in the stage) Graze x 500 (graze count for that stage) Hakurei x 2500 (net increase in Hakurei during the stage)
In addition, if the stage happened to be the last stage, the following is added:
Player x 20,000,000 (lives in stock, not including your current one) Bomb x 4,000,000 (bombs in stock)
Finally, depending on the conditions you played under, the result is multiplied by these modifiers, rounded down to the nearest 10:
Easy Difficulty: x 0.5 Normal Difficulty: x 1.0 Hard Difficulty: x 1.2 Lunatic Difficulty: x 1.5 Extra Difficulty: x 2.0
The end result is then added on to your score.
- Return to Concealed the Conclusion