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The Second Project Touhou - 東方封魔録 ~ The Story of Eastern Wonderland - ZUN 1997

Gameplay[]

Controls[]

The Story of Eastern Wonderland is played with the keyboard.

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 continuous fire.
    Additionally, the key may be tapped rapidly in order to fire shots at a higher speed.
  • X releases a bomb, also known as a Spell Card (presuming that any are left)
  • Esc pauses the game and brings you to the in-game menu

Basic Gameplay[]

Story of Eastern Wonderland 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, and variations in the bullets' pattern of movement. Lunatic difficulty, however, is an exception to this rule — it is a mirror of the Hard difficulty, with a singular added complication: whenever a stage enemy is destroyed, two fast-moving bullets are fired from the enemy's last position toward the player.

The player will traverse 5 increasingly harrowing stages through the course of a regular game. Once the game has been completed with all three attack types on any one difficulty, an Extra Stage is unlocked. The Extra Stage features significantly stronger and faster enemies, an extremely difficult boss battle, and no option to continue if all lives are lost.

Shot[]

A character's "shot" is the player's primary method of attacking enemies. While the shot's attack area and behavior varies depending on the Attack Type the player has chosen, the shot can be powered up by filling up the Power Level by collecting power items. Normal power items add 1 to your Power Level; large items add 8. The shot gradually becomes more powerful when the player reaches the Power Levels of 7, 15, 31, 39, 51, 63, and 79 (MAX), respectively. At maximum power, each attack type attains one of two special attributes — Attack Types A and C gain the ability to penetrate (or fire through) enemies, while Attack Type B obtains auto-targeting capabilities.

The progress bar will change its color according to the player current power : 0 - 14 Red 15 - 30 Purple 31 - 38 Blue 39 - 50 Green 51 - 62 Cyan 63 - 78 Yellow 79 White with MAX written on the bar

If your power is greater than 31, when you get hit, your power will drop to the previous level (ie. 73 > 51). Also, when you die, 5 items are scattered over the screen : 1 Super power item and 4 others : n Power items and 4-n Point items with n a random number from 0 to 4. (This random is not equiprobable : n=0 6% n=1 19% n=2 44% n=3 19% n=4 12%)

If you choose to continue after a Game Over, your power is reset to zero and 5 Super power items are scattered. Furthermore, the next two killed enemies will drop Super power items.

Bomb[]

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 Attack Type the player has chosen, but it typically deals heavy damage to every enemy it touches, in addition to canceling out any bullets on the screen. The player's character becomes invincible during and for a short time after the bomb's effect wears off. By default, at the beginning of the game and any time your character respawns, you will start off with 3 bombs, except when respawning with zero lives remaining in reserve — in those cases, you reappear with 5 bombs. Bomb items will increase your current stock by one. You can carry up to a maximum of 5 bombs at a time. If you receive a bomb when you already have the maximum, that bomb will be lost. Unlike in later games in the series, bombs don't activate item auto-collection while active.

Lives[]

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 quite small in comparison to your on-screen sprite, approximately only 5 pixels by 5 pixels in size. It is not clearly marked on the sprite, but it is possible to approximate its location well by looking at the red ribbon in Reimu's hair, which defines the top of the box. 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.

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Unlike in later games in the series, hits cannot be negated by activating a bomb within a short time of the player's character being hit. If the Bomb key is pressed in approximately the same instant that the hit occurs, in most instances, the bomb will never engage, and you will lose a life as normal.

The player is awarded extra lives upon reaching certain score totals. In both the regular game and the Extra Stage, extra lives are awarded at 1, 2, 3, 5, and 8 million points. You can carry up to a maximum of 5 extra lives at a time. If you receive an extra life when you already have the maximum, that life will be added to your bomb stock instead. If you have the maximum number of bombs in reserve as well (5), the life will be lost.

Boss Battles[]

Unlike later games in the series, there are no boss health bars, timers, or distinct spell cards in Story of Eastern Wonderland. After receiving a specified amount of damage, a boss will alter its attack, though without the screen-clearing visual effects that accompany such changes in later games.


Character Statistics[]

There is only one character available for use, though she has three distinct styles of attack. The player decides which Attack Type to use at the start of the game.

Reimu Type A
高機動タイプ (Movement Type)
Movement Speed: ★★★★★
Attack Range: ★★★★★
Attack Power: ★
Bomb Duration: ★★★
MAX Power Ability: Forward high-power penetrating shots + aimable bullets (the red bullets with a black dot that fire beside the center penetrating shots can be shifted out to a much wider spread by holding the down arrow while tapping the attack button, and aimed forward again be tapping the attack button while not holding the down arrow)
Summary: Though the high movement speed makes it easy to dodge bullets and collect items, boss battles can be lengthy
Reimu Type B
防御タイプ (Defense Type)
Movement Speed: ★★★
Attack Range: ★★★★
Attack Power: ★★★
Bomb Duration: ★★★★★
MAX Power Ability: Auto-targeting shots
Summary: Quite balanced; suitable for beginning players
Reimu Type C
攻撃タイプ (Attack Type)
Movement Speed: ★
Attack Range: ★
Attack Power: ★★★★★
Bomb Duration: ★
MAX Power Ability: Forward high(er)-power penetrating shots
Summary: Though excellent against bosses, item collection proves to be difficult

Screen Layout[]

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  1. Your character
  2. Player Score
    • High Score: Displays your highest score for the current character, type, and difficulty
    • Score: Your current score
  3. Player Status
    • 霊撃 (Bombs): The number of Bombs remaining in stock
    • 霊夢 (Lives): The number of Lives remaining in stock
  4. 霊力 (Power) — displays your shot power level, maxing out at 79
  5. Difficulty Level
  6. Enemy

Scoring[]

The scoring system in Story of Eastern Wonderland is less complicated than in other Touhou games. Listed below are the details for how points are given in this game.

Enemies[]

Any damage you deal to any enemy, whether it be caused by your shots or your bombs, will cause your score to increase very slightly. Actually destroying enemies will award you slightly more points, but the points earned from this are around the range of hundreds per enemy. This is not a significant amount at all. However, destroyed enemies release items for you to collect, and those are very important for scoring, as covered below.

Point Items[]

As the 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. The maximum values for point items are based on difficulty:

Easy:    51,200
Normal:  51,200
Hard:    102,400 (51,200 x 2)
Lunatic: 204,800 (51,200 x 4)
Extra:   409,600 (51,200 x 8)

The number of point items collected per stage is used to calculate the Clear bonus, to be discussed later.

Power Items[]

Before attaining maximum shot power, the values of power items are based on difficulty as well:

Easy:    10
Normal:  10
Hard:    20 (10 x 2)
Lunatic: 40 (10 x 4)
Extra:   80 (10 x 8) 

However, once maximum shot power has been reached, each additional power item collected will be worth more than the previous one collected, up to a maximum of:

Easy:    12,800
Normal:  12,800
Hard:    25,600 (12,800 x 2)
Lunatic: 51,200 (12,800 x 4)
Extra:   102,400 (12,800 x 8) 

Unlike point items, power items will award you the same number of points anywhere on the screen. However, if you lose a life and your power level falls to less than maximum (79), power items will be worth only 10 points just like the beginning, and you will have to start this process over again. The progression is as follows: 10, 20, 30... 100, 200, 300... 1000, 1500, 2000, 2500... 10000, 10500, 11000, 12000, 12500, and 12800 (apply multipliers for higher difficulties).

Large power items act the same as normal power items, except that when you are at maximum shot power, they increase the current value of power items as if you had collected 8 normal point items.

Clear Bonus[]

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:

Difficulty:

Easy ・・・ 0
Normal ・・・ 2000
Hard ・・・ 4000
Lunatic ・・・ 6000

Is added to:

ステージ ノーミスでいる時間やコンティニュー回数などにより
2500 - (Number of Bombs used in the stage x 500)
3000 - (Number of lives lost in the stage x 1000)
(4 - The number of initial Bombs) x 800
(5 - The number of initial lives) x 1000

This combined total is then multiplied by the number of point items collected in that stage.



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