Main | Gameplay | Story | Characters | Music | Miscellaneous |
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Controls[]
- Arrow Keys - Move Cirno
- Tap Z - Fire
- Hold Z - Charge Ice Power
- Release Z - Release Ice Power
- X - Perfect Freeze (Uses 100% Perfect Freeze)
- Shift - Slow mode
Motivation[]
Cirno's remaining lives are represented in a percentage form. When you lose a life, you'll lose 100% Motivation. If this would be enough to bring you **under** 0%, you'll get a game over.
Motivation will increase steadily as you destroy enemies and use Ice Power. Using Ice Power to destroy enemies will increase it more quickly.
Shot Power[]
Shot power is represented by a percentage. By using Ice Power and Perfect Freeze you can increase this power. For example, if you freeze 30% of the screen, it will add 30% to the shot power. There are 16 levels of shots. The percentage values are the same across all difficulties except for Easy. There isn't an easy formula to convert between power level and frozen area, but it generally starts off fast (50% will get you to the next level) and slows down (it takes 400% to get from Lvl 15 to Max).
Below is a conversion table for convenience.
Power Level | Easy | Normal/Hard/Lunatic/Extra |
---|---|---|
LEVEL 1 | N/A (Easy automatically starts players at LV 3) |
0%–49% |
LEVEL 2 | 50%–99% | |
LEVEL 3 | 0%–49% | 100%–199% |
LEVEL 4 | 50%–99% | 200%–349% |
LEVEL 5 | 100%–149% | 350%–499% |
LEVEL 6 | 150%–199% | 500%–699% |
LEVEL 7 | 200%–299% | 700%–899% |
LEVEL 8 | 300%–449% | 900%–1099% |
LEVEL 9 | 450%–599% | 1100%–1299% |
LEVEL 10 | 600%–799% | 1300%–1499% |
LEVEL 11 | 800%–999% | 1500%–1699% |
LEVEL 12 | 1000%–1199% | 1700%–1999% |
LEVEL 13 | 1200%–1399% | 2000%–2299% |
LEVEL 14 | 1400%–1649% | 2300%–2599% |
LEVEL 15 | 1650%–1999% | 2600%–2999% |
LEVEL MAX | 2000%–65535% | 3000%–65535% |
Ice Power[]
Cirno has an Ice Power meter that works much like the camera in Shoot the Bullet/Double Spoiler. It will charge slowly from 0% to 100%. In order to charge it manually, you can hold down Z. By holding down Z and then releasing it, Cirno will release the Ice Power that was stored.
When Cirno releases her Ice Power, it will freeze all nearby bullets. It will then freeze all bullets close to those bullets, and so on, for a certain period of time. After the period of time ends, the bullets will all disappear, and any enemies that get hit by the "shattering" ice will be damaged quite a bit.
Depending on what percentage of Cirno's capacity you charged, the resulting effect will last longer. If you didn't charge up to over 30%, nothing will happen and you will resume firing normally: the accumulated power won't be wasted either.
After the effect ends, you will receive a point bonus based on how much of the screen you filled up with ice (see table below). Your Ice Power will then reset to 10% if you froze under 30% of the screen, and reset to 20% if you froze over 30%.
Shooting will slow down the automatic generation if your shots aren't hitting anything. Hitting something will increase the rate of regeneration, and grazing will add even more to it.
Percentage of Screen Frozen | Point Bonus |
---|---|
0.00% | 0 |
10.00% | 10,000 |
20.00% | 40,000 |
30.00% | 100,000 |
40.00% | 160,000 |
60.00% | 360,000 |
100.00% | 1,000,000 |
(Linearly interpolate for intermediate values, with percentages in increments of 0.01%.)
Perfect Freeze[]
Cirno's bomb freezes all non-fire and non-laser bullets on the screen. Enemies will get damaged based on how much ice breaks near them at the end of the bomb. Unlike bombs in other games, your Perfect Freeze meter will start at 0%, so you won't have any bombs available at the start.
Each time you use the bomb, the Perfect Freeze meter will decrease by 100%. If it's 99% or below, you cannot use it. The meter itself can increase all the way to 300%, contrary to what it says in the manual.
When you die, you'll gain 25% to Perfect Freeze(of course, not going over 300%). Also, you will gain a bonus based on how much of the screen was frozen. See the above table for details.
Enemies[]
Cirno can run into most grunt enemies without getting hit, unlike other Touhou games. However, midbosses and bosses will still cause Cirno to lose a life.
Spellcard Medals[]
This game has a medal system for spellcards.
- Bronze (A Narrow Victory!) - Card beaten, but you died, used a bomb, or ran out of time.
- Silver (A No-Miss Victory!) - Card beaten without dying or bombing.
- Gold (A No-Ice Victory!) - Card beaten without dying, bombing, or freezing any bullets.
Unlockables[]
To unlock the extra stage, you must reach all 6 endings without continuing on any difficulty mode.
Scoring System[]
- Stage 1 Clear Bonus: 1000000
- Stage 2 Clear Bonus: 2000000
- Stage 3 Clear Bonus: 3100000 + (Motivation * 500000 * 2^[Difficulty level])
- Extra Clear Bonus: 13000000 + (4000000 * Motivation)
Motivation is expressed as a decimal in the formulas above. So if you have 425%, the value is 4.25.
Difficulty level represents 0 for Easy, 1 for Normal, 2 for Hard, and 3 for Lunatic.
The maximum clear bonus is 43,100,000 in Lunatic and 53,000,000 in Extra.
Bugs[]
- When performing a deathbomb, the bomb counter on the bottom left of the screen isn't affected, thus displaying an incorrect number of bomb.
- When started on an average North American locale computer, the dialogue boxes will usually be shown as empty. To make the dialogue display, use Microsoft AppLocale, or SBApplocale.
- custom.exe has a tendency to refuse to start. If you experience this issue, try setting compatibility mode to Windows 2000.
- When enemies are cleared when dialogue begins on Hard or Lunatic, the "revenge bullets" still shoot even though all bullets are supposed to be cleared. However, you're invincible during dialogue, so it can't actually kill you.
- When facing the fairies' last spell in stage 3, you can cause the game to continue indefinitely by defeating one or two of the 'side character' fairies (the two who aren't the main boss) while defeating the boss fairy at the same time (usually via freezing). The spell will end and the fairies (however many are left) will scatter, but the stage will never end. You can still shoot and collide with the lingering fairies before they drift out of range.
- Selecting "Give Up and Retry" after dying may crash the game (on XP, the "encountered a problem and needs to close" dialog is displayed; however, there seems to be no problem if the game is played on Vista). This was observed after running out of continues on B1-3 during the midboss battle with Luna, but specific conditions are unknown.
- Selecting "Give Up and Retry" on stages A2-2, A2-3, B2-2, B2-3, C2-2, or C2-3 will cause the recorded route of all subsequent runs to be shifted down one route in the sequence A1 -> A2 -> B1 -> B2 -> C1 -> C2. Repeating the glitch results in additional shifts; for example, doing the glitch twice then playing A2 will result in the recorded route becoming B2. Shifting past C2 appears to cause crashes, but the crash may not occur immediately. This causes the score to be recorded to the wrong scoreboard (e.g. a score from A1 might be recorded on the B1 scoreboard). If you clear the game, the wrong ending will also occur, and for the purposes of unlocking Extra, the wrong path will be marked as cleared. However, the score entry and replay will still record the correct path. Returning to the menu fixes the problem.
Replay Issues[]
- When selecting a replay to view and selecting a replay of stage C2-X, it will incorrectly display as C1-X in the stage selection.
- On the pause menu of a replay, the third option of "Replay Again" opens the in-game manual, while selecting the hidden option one step lower will replay the replay.
- There is an issue with the Replay menu where it crashes when you have a misnamed replay (for example, you saved a replay for Route A1 and the replay registered as B1). To fix this, save another replay.
- If you save a replay while in route selection after defeating a first stage boss, the replay can make the game crash. Replay
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