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东方鬼形兽/玩法:修订间差异

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 通过收集绿色得分值道具来提升得分点道具的得分值。这些道具在咆哮模式下射击的时候会从敌人身上掉落,在用灵击消除敌人子弹或者通过头目环节的时候也会掉落。绿色得分值道具是自动收集的,不过如果在道具到达自机之前,自机就坠毁的话,它们会停止飞向自机,径直向下掉落。
 通过收集绿色得分值道具来提升得分点道具的得分值。这些道具在咆哮模式下射击的时候会从敌人身上掉落,在用灵击消除敌人子弹或者通过头目环节的时候也会掉落。绿色得分值道具是自动收集的,不过如果在道具到达自机之前,自机就坠毁的话,它们会停止飞向自机,径直向下掉落。


===Power Items===
=== 火力道具===
Power items increase your power gauge by 0.01 and are worth 100 points. Power items collected at full power act like Point items instead.
火力道具(P点)增加灵力0.01 ,相当于100得分。火力道具在满火力下效果等同于得分点道具。


===Spell Card Bonus===
=== 符卡加分===
Occasionally, a boss will attack using a [[spell card]]. You'll 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 [[health bar]] is depleted within the time limit and without getting hit, using a bomb or triggering a Spirit Strike, the spell card bonus will be added to your score.
有时头目会使用[[ 符卡]] 进行攻击。背景变换、符卡名字出现在屏幕右上角的时候,就是敌人头目发动符卡的时候。如果头目的[[ 血量条]] 在时间耗尽前变空,你也没有被敌弹击中,同时没使用Bomb或者发动灵击,符卡加分将会加到你的得分中。


The bonus starts at out at a value equal to:
  加分的初始值=一百万 × 关卡序数 × 难度值
1 million × stage number  × difficulty value
 
with difficulty value being:
难度值具体是:


{| class="wikitable"
{| class="wikitable"
第187行: 第187行:
| Hard
| Hard
| Lunatic
| Lunatic
| Extra (considered to be [[stage]] 7 in the formula)
| Extra (公式中按照第七[[ ]] 计算)
|-
|-
| 0.5
| 0.5
第196行: 第196行:
|} 
|} 


The bonus decreases over time, starting 5 seconds after the spell card starts. The bonus decreases at a constant rate of:
加分会随时间减少,在符卡开始五秒以后开始计算时间。加分持续以下面的速率减少:
  2 / 3 × (starting value) / (time limit in seconds - 5) per second <!--check please?-->
  2 / 3 × [初始值] / ([按秒计的时间限度] - 5) 每秒 <!--check please?-->


===Clear Bonus===
=== 过关奖励===
At the end of stages 1 through 5, the player is awarded a small stage clear bonus.
在1至5面的面底,玩家会得到少量过关奖励。
  (stage × 1 million)
 面的序数 × 一百万


At the end of either the main game or the Extra Stage, the player is awarded a larger game clear bonus as well.
在主面的结尾和Extra面的结尾,玩家还会获得更多的过关奖励分数。
Base clear bonus (E/N/H/L: 6 million, EX: 7 million) + (5 million  × lives) + (1 million × bombs)
 基础过关奖励分数(E/N/H/L :六百万,EX面:七百万)+ (五百万 × 命的条数)+ (一百万×Bomb个数)


==Glitches==
== 故障==
This is a list of known [[glitch]]es, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay.
下面是已知的[[ 故障]] 列表,以及漏洞和其他按照原游戏玩法不会在游戏中出现的反常表现。
* Replay glitch: if you select "Retry Game" from the pause menu while Roaring Mode is active, then save a replay of the following run, the replay will become bugged. Specifically, the items and Beast Spirits that would've resulted from the aborted attempt's Roaring Mode will immediately appear at the beginning of Stage 1, causing the replay to desync. Starting the bugged replay from any stage besides Stage 1 will not pose an issue. This glitch also applies to Practice Mode and Spell Practice.
* 回放故障:如果你在咆哮模式中打开暂停菜单,选中“重新开始游戏”,然后在下一次的游戏中保存回放,那么回放会出现故障。具体的问题是,通过重试游戏跳过的那次咆哮模式所生成的道具和动物灵,将会马上在第一面的开头出现,回放就不同步了。从第一面之外的面开始播放回放,则不会出现这一问题。这个故障也会在练习模式和符卡模式出现。
* Related to the above: if a full replay of the demo (ie. clear stage 3) ends with Roaring Mode still active, selecting "Return to Title" will cause the same bug if that replay is started again. Selecting "Replay Again" and ''then'' returning to the replay menu will not pose any issue.
* 和上一个故障相关,如果在试玩版的完整回放(例如通关了第三面) ends with Roaring Mode still active, selecting "Return to Title" will cause the same bug if that replay is started again. Selecting "Replay Again" and ''then'' returning to the replay menu will not pose any issue.
* If one of the previously mentioned replay-desync glitches is active, the player will usually be seen dying in the replay while he actually survived during his run. If the player reaches 0 lives and dies again, he will continue to respawn regardless of the amount of lives. The correct amount of lives will be displayed when the next stage is started. The replay will continue to play all available inputs for this stage and eventually run out; when this happens, the character stops moving completely until the next stage. An extreme number of ''Extra Beast Spirits'' can be created due to these deaths, which will also disappear at the start of the next stage.
* If one of the previously mentioned replay-desync glitches is active, the player will usually be seen dying in the replay while he actually survived during his run. If the player reaches 0 lives and dies again, he will continue to respawn regardless of the amount of lives. The correct amount of lives will be displayed when the next stage is started. The replay will continue to play all available inputs for this stage and eventually run out; when this happens, the character stops moving completely until the next stage. An extreme number of ''Extra Beast Spirits'' can be created due to these deaths, which will also disappear at the start of the next stage.
* Under the above conditions, a ''Roaring Mode'' triggered at the end of the level will have glitchy behaviors. The game will be in a constant ''Roaring Mode'' state and the ''Berserk Roaring Mode'' flame sprite will stay on screen independently of the character's position. While the ''Beast Spirit'' gauge will be seen full, you can still collect ''Beast Spirits'' and start a new ''Roaring Mode'', which will cancel the glitch. This does not appear to be the source of further desyncs. As seen in [https://clips.twitch.tv/GlamorousSavoryBaconLitty this clip].
* Under the above conditions, a ''Roaring Mode'' triggered at the end of the level will have glitchy behaviors. The game will be in a constant ''Roaring Mode'' state and the ''Berserk Roaring Mode'' flame sprite will stay on screen independently of the character's position. While the ''Beast Spirit'' gauge will be seen full, you can still collect ''Beast Spirits'' and start a new ''Roaring Mode'', which will cancel the glitch. This does not appear to be the source of further desyncs. As seen in [https://clips.twitch.tv/GlamorousSavoryBaconLitty this clip].

2020年4月21日 (二) 12:56的版本

游戏标题界面

本页描述《东方鬼形兽》的总体玩法和背景信息,这里是整体和各关的策略。


玩法

控制人物

游戏可以用键盘和游戏手柄游玩,键盘控制的方式为:

  • “方向键”用于移动人物;
  • Z:发射短程弹幕,长按可快速发射; causes a short barrage of shots to be fired; it may be held down for rapid fire;
  • X:放出Bomb(如果你还有可用的Bomb的话),就是符卡或者“灵击”;
  •  Shift:降低人物的移动速度,改变射击的模式,大致是让攻击更加集中;
  • Esc:暂停游戏,开启游戏菜单;
  • Q:暂停时回到标题界面;
  • Ctrl:快速跳过对话和回放;
  • Home 或者P:在/snapshot路径下创建一个bmp格式的截图(只在32位颜色模式下生效)。

基础玩法

东方鬼形兽》和其他东方Project游戏一样,是正统的纵向卷轴弹幕射击游戏,玩家的人物总是朝向屏幕顶部,向任何移动的物体射击,同时还要闪躲敌人的子弹,尤其在底,还要面对强力的头目

游戏共有4级难度,即Easy、Normal、Hard、Lunatic。每级难度当中,敌方发射的子弹密集程度、火力、子弹移动的模式和敌方使用的符卡都不同。

射击

射击是角色最基本的对抗敌人的方式。射击的火力范围和效果会随着角色和攻击类型改变,同时角色的火力等级和火力是否集中也有影响。

道具收集线

同先代东方游戏一样,在屏幕的上部有一条叫做“道具收集线”的不可见线,如果玩家移动角色到这条线上和这条线上方的话,那么屏幕上所有的道具都会吸引到角色身上。同以前的《风神录》一样,你不用满火力或者集中火力才能利用道具收集线,本作中道具收集线一直可用。

Bomb(玩家符卡)

本作也具备不同角色对应的不同样式和威力的Bomb(就是符卡)。角色的“Bomb”就是玩家的受限的可以摆脱困境的方式。Bomb的攻击范围、持续时间和火力取决于玩家选择的角色类型,不过一般都能对所及的敌人造成大量伤害,而且还能消掉Bomb移动路径上的子弹,自动收集屏幕上的所有道具。

开始游戏时,你会有3枚Bomb(如果选择獭灵会有4枚)。通过收集Bomb碎片,可以获取额外的Bomb。当收集了足够的灵道具(见下方)角色会进入咆哮模式,其间或者结束后,会出现Bomb碎片。每枚Bomb需要三枚碎片。

一次最多可携带8枚Bomb,如果你在拥有8枚Bomb以后继续收集Bomb碎片,那么新收集的碎片会白白浪费掉。和早期的东方游戏一样,死掉以后Bomb数量会回归到初始值。死掉后积累的碎片仍会保留,但是续关以后则不会。

和通常一样,决死也是可以的。在被子弹击中以后,玩家在很短的时间内,有机会放出Bomb,从而避免死亡。游戏仍然会播放死亡的音效,而Bomb还会发动。

残机

角色的判定点同屏幕上的自机相比是很小的,大约有5×5像素大。如果按下Shift键,会出现一个白点,精确地显示判定点。如果角色的判定点同敌弹或者敌人自身的判定范围有重叠,那么就判定为击中。

你以3条命(2枚残机)的状态开始游戏,被敌人击中后,你会失去一条命。

在游戏中,玩家的残机数由用心形图案组成的血量条表示。收集足够碎片以后,会获得更多残机,在玩家收集到足够的灵道具以后,进入咆哮模式(见下方),期间或者结束以后会出现残机碎片。每枚残机需要三枚碎片。

你一次至多可以携带8枚残机,如果在残机数达到上限的时候收集到残机碎片的话,残机碎片会和Bomb碎片一样被白白浪费。

失去一条命以后,你也会丢掉1.00的火力值(你可以收集散落的0.07火力值),不过你的火力不会减到低于1.00,同时,屏幕上所有的子弹都会被清除掉,短时间内你是免疫所有伤害的。

失去所有生命以后,玩家可以选择在死掉的地方继续游戏。但是如果选择接关,那么当前的分数会重置为0,接关的次数还会叠加。Bomb碎片会重置为0,没法保存回放,如果完成游戏的话,会进入“Bad Ending”。正常在游戏中,可以接关5次,但是不能进入Extra面。

动物灵子机

除了三个可上手角色以外,玩家还可以选择三种动物灵:狼、獭、鹫。灵增加集中式发射的火力和范围,灵增加分散式发射的火力和范围(魔理沙作自机的时候还有穿透效果),灵会大幅增加玩家的Bomb的威力和持续时间,将默认的Bomb数目增加到4枚。本作通常面的敌人比其他东方游戏的敌人血更厚,所以每种灵带来的火力增加效果在整个游戏流程中相当有用。

灵道具与咆哮模式

灵道具在打败特定的对手以后掉落,在击退头目的每轮攻击以后也会(除了终符以外)。它们在屏幕上斜着来回飘荡,会从版边上弹回来。这种状态持续两分钟多一点的时间以后,灵道具就会变为半透明,从可见区域离开(和头目的对话不算入时间)。当玩家接近灵道具的时候,灵道具会明显减速。灵道具分为两种:动物灵道具和鱼灵道具。

  • 动物灵道具是描绘红色狼头、绿色水獭头或紫色雕头的图标。动物灵变化为另外一种的循环顺序为狼-->獭-->鹫-->狼,间隔时间相同,在改变之前轮廓会变为闪烁的黄色。不过在玩家靠近道具的时候道具不会转换。同时,这一转换也不会在动物灵道具轮廓变为蓝色(对于鹫来说是黄色)的时候发生,通常这种情况是因为自机坠毁或者是敌方发动了特殊的符卡。
  • 鱼灵道具是描绘四种一般道具其中的一种(大P点、大得分点、Bomb碎片或者残机碎片)的图标,两条蓝色的鱼环抱着它。鱼灵道具不随时间转换。

收集灵道具以后,它会被放到屏幕的左下角的道具槽中,填满5个槽以后,自动发动“咆哮模式”。

咆哮模式期间,背景会变暗,在玩家下方会出现一个小计时器。按下Bomb键,或者在计时器截止之前被击中,就会发动“灵击”,自机周围圆形区域的子弹会被消除,附近的敌人会受到小幅伤害。当咆哮模式结束的时候,发动它的鱼灵道具会变为对应的一般道具。1个灵道具等于30个P点或得分点道具,或者1个残机或Bomb碎片。在咆哮模式期间收集灵道具以后,计时器会略微回拨一点,如果是鱼灵的话,还会马上产生很多相应的一般道具。玩家不射击的话,计时器会大约减速到平常速度的一半。如果咆哮模式因为时间耗尽(不是灵击)而结束的话,稍后还会在自机上方额外出现两只动物灵道具。

如果咆哮模式由3个或者更多同种动物灵发动的话,会进入“暴走咆哮模式”,一个上色火焰的图像围绕在自机周围。狼和鹫模式中,玩家的发射模式会变得十分强大,攻击范围变宽,狼为集中式,鹫为非集中式,而无论自机是否是以集中方式射击。当然,如果不按下射击键的话,暴走咆哮模式下的自机也不会射击。至于在獭模式下,则会产生三只幽灵獭,在自机周围转圈,将所有接触到的子弹消掉。对应于玩家选择的伙伴灵(见上文)的模式,会比不对应的那两种模式持续时间更长,发动咆哮模式所用的对应灵道具收集多了,持续时间又会再变长一些。

失掉一条命以后,自机旁边会产生两只对应于玩家选择的动物灵类型的动物灵道具。和一般的动物灵道具不同的是,这些动物灵轮廓是蓝色,而且不会随时间变换为其他种类的动物灵。

每面还会有个“稀有动物灵”道具,如果满足特定条件的话,会从道中头目身上掉落。如果稀有动物灵道具发动了咆哮模式的话,在咆哮模式结束以后会出现5枚动物灵道具。但是在咆哮模式中收集的稀有动物灵道具是没有任何效果的。

第一面——水母 在不打掉其使魔的前提下打败道中头目 奖励:动物灵道具4只,残机鱼灵道具1只
第二面——母牛 在没有被米弹覆盖的区域打败道中头目 奖励:动物灵道具3只,残机鱼灵道具1只
第三面——雏鸡 在獭模式中打败道中头目。 奖励:鱼灵道具5只(P点×1,点×1,残机×1,Bomb×2)
第四面——龟 在打败道中头目之前的短暂时间内至少擦弹10次(Easy模式为4次)。 奖励:动物灵道具4只,残机鱼灵道具1只
第五面——埴轮 在屏幕上至少有4只动物灵的时候打败道中头目。 奖励:动物灵道具4只,残机鱼灵道具1只
第六面——马 用灵击打败道中头目 奖励:动物灵道具4只,残机鱼灵道具1只
Extra面——三雏鸡 在自机不高过庭渡久侘歌的前提下收掉符卡『血战「全灵鬼渡」』。 奖励:动物灵道具4只,残机鱼灵道具1只

头目战

游戏主要的挑战和魅力是出现在面底的头目战。每个头目都有数条命,屏幕左上角的星星即代表着头目剩余的命的条数。头目通常会以非符符卡两种模式攻击。每条血条消耗完之前,头目只会切换一次攻击模式。血条上的标志代表着当头目的血量减少到那里的时候,会进入符卡攻击阶段。

非符攻击一般是头目基础攻击(通常第一次在道中头目阶段显露出来)的渐进加强版本。符卡攻击通过为符卡特别精心设计的复杂的图案组合(经常用到射出物和障碍物)惊艳到玩家。如果玩家能够击败符卡,而不被击中、不使用Bomb或者发动灵击,这样的努力会有大量加分作为奖励。

每次攻击都会有计时器加以提示。当时间耗尽时,即使血条没有耗尽,头目也会进入下一轮攻击。等待头目的这次攻击自动结束所需要的时间可能已经足够你击败她了,但是苟且偷生不会给你带来任何额外的加分。不过这里有一个例外,当头目在符卡阶段免疫伤害的时候,你也可以在不死掉的情况下获得奖励。

当和头目对战的时候,在屏幕的底边沿会有个位置指示标志,代表着头目水平维度上的位置。由于有时你的目标会完全藏在弹幕或者黑幕后面,可以通过这个标志帮助你找到目标。这个标志会在头目被击中的时候变暗,在她的血条减少到接近耗尽的时候会变为闪烁的红色。

人物

在本游戏中有三个自机角色可供选择,每个角色的集中射击和非集中射击,在咆哮模式和动物灵伙伴的辅助下会得到不同的提升。

非集中射击 集中射击 狼模式 鹫模式
博丽灵梦 自动导航御札(Homing Amulets),向更宽的区域射击。鹫灵增加御札的大小,将定向攻击的御札数目从1增加到3。 封魔针径直向前发射。狼灵让封魔针的大小增加一倍。 有屏幕1/3宽度的弹幕流 五大股自动导航御札
雾雨魔理沙 向前发射激光;达到3.00灵力以上以后,激光扩散发射。鹫灵赋予激光以穿透效果。 缓慢向前移动的导弹,会爆炸。狼灵增大爆炸范围。 有着更大爆炸范围的巨大导弹。 向五个方向散射的巨大穿透激光。
魂魄妖梦 妖梦用剑砍杀,向前方发射子弹,半灵紧紧追随着她。配合鹫灵,妖梦升级为向三个方向分散射击。 必须等待一段时间充满,灵力等级越高,攻击距离越远。狼灵增加攻击范围。 不必等待充满,即可发动集中射击。 非集中射击时发射宽广到覆盖整个屏幕的弹幕。

屏幕布局

屏幕布局

整体的布局为东方Project弹幕射击游戏的经典布局。

  1. 自机
    • 咆哮模式计时器
  2. 玩家分数
    • 最高分数:你的自机在该类型、该难度下的最高分数
    • 得分:你的当前得分
  3. 残机和剩余Bomb的个数/得分点的大致位置
    • 右边的数字:需要再增加一个残机/Bomb所需的碎片个数
  4. 玩家状态
    • 灵力:你的射击火力值等级,最大为4.00
    • 得分点值:点道具可获得的最大点分数
    • 擦弹数:敌方射击的子弹在游戏中擦过你的判定点的次数。
  5. 敌人状态
    • 星星:敌人所余命的条数。
    • 中间的数字:在敌人的这轮符卡攻击自动结束之前剩余的时间
    • 环形血量条
  6. 符卡状态
    • 标题:正在发动的符卡的名字
    • Bonus:持续更新的符卡加分
    • History:目前敌方使用的符卡被你“收”掉的次数,以及你遇到它的次数。
  7. 敌方头目
  8. 道具槽

如何得分

敌人

你对任何道中敌人造成的伤害,无论是由射击还是由Bomb造成,都会让你的得分略微增加。实际上消灭敌人会让你的得分稍微更多一些,不过这样消灭每个敌人获得的分数有几千几百,一点也不多。但是,消灭了敌人以后,它们会掉落供你收集的道具,稍后会说明这些道具对得分是多么重要。

擦弹

“擦弹”就是子弹擦过判定区域。一次只能擦过一次子弹,所以跟在一颗子弹后面不会让你多擦弹。经过激光的时候可以持续擦,但是在周围来回移动不会让你多擦弹。尽管《鬼形兽》有擦弹计数器,但是擦弹不会增加分数。

得分点道具

人如其名,得分点道具是游戏中分数的主要来源。在屏幕上收集道具时所处的位置越高,得分点道具带来的加分越多,直到某一设定的最大值。在抵达最大得分的时候,分数以黄色字体显示,你一眼就能分辨出来。道具收集线就是得分点道具为最高得分值的位置,只要你能做到,就要利用它获得大量加分。和之前的《星莲船》一样,如果你在道具到了判定点之前就离开了道具自动收集区,或者使用其他方式(炸弹或者对话)自动收集道具,自动收集的道具还是会加分最多。

各难度下,得分点道具的初始加分为10000。

通过收集绿色得分值道具来提升得分点道具的得分值。这些道具在咆哮模式下射击的时候会从敌人身上掉落,在用灵击消除敌人子弹或者通过头目环节的时候也会掉落。绿色得分值道具是自动收集的,不过如果在道具到达自机之前,自机就坠毁的话,它们会停止飞向自机,径直向下掉落。

火力道具

火力道具(P点)增加灵力0.01,相当于100得分。火力道具在满火力下效果等同于得分点道具。

符卡加分

有时头目会使用符卡进行攻击。背景变换、符卡名字出现在屏幕右上角的时候,就是敌人头目发动符卡的时候。如果头目的血量条在时间耗尽前变空,你也没有被敌弹击中,同时没使用Bomb或者发动灵击,符卡加分将会加到你的得分中。

加分的初始值=一百万×关卡序数×难度值

难度值具体是:

Easy Normal Hard Lunatic Extra (公式中按照第七计算)
0.5 1 1.5 2 1

加分会随时间减少,在符卡开始五秒以后开始计算时间。加分持续以下面的速率减少:

2 / 3 × [初始值] / ([按秒计的时间限度] - 5) 每秒 

过关奖励

在1至5面的面底,玩家会得到少量过关奖励。

面的序数 × 一百万

在主面的结尾和Extra面的结尾,玩家还会获得更多的过关奖励分数。

基础过关奖励分数(E/N/H/L:六百万,EX面:七百万)+(五百万×命的条数)+(一百万×Bomb个数)

故障

下面是已知的故障列表,以及漏洞和其他按照原游戏玩法不会在游戏中出现的反常表现。

  • 回放故障:如果你在咆哮模式中打开暂停菜单,选中“重新开始游戏”,然后在下一次的游戏中保存回放,那么回放会出现故障。具体的问题是,通过重试游戏跳过的那次咆哮模式所生成的道具和动物灵,将会马上在第一面的开头出现,回放就不同步了。从第一面之外的面开始播放回放,则不会出现这一问题。这个故障也会在练习模式和符卡模式出现。
  • 和上一个故障相关,如果在试玩版的完整回放(例如通关了第三面) ends with Roaring Mode still active, selecting "Return to Title" will cause the same bug if that replay is started again. Selecting "Replay Again" and then returning to the replay menu will not pose any issue.
  • If one of the previously mentioned replay-desync glitches is active, the player will usually be seen dying in the replay while he actually survived during his run. If the player reaches 0 lives and dies again, he will continue to respawn regardless of the amount of lives. The correct amount of lives will be displayed when the next stage is started. The replay will continue to play all available inputs for this stage and eventually run out; when this happens, the character stops moving completely until the next stage. An extreme number of Extra Beast Spirits can be created due to these deaths, which will also disappear at the start of the next stage.
  • Under the above conditions, a Roaring Mode triggered at the end of the level will have glitchy behaviors. The game will be in a constant Roaring Mode state and the Berserk Roaring Mode flame sprite will stay on screen independently of the character's position. While the Beast Spirit gauge will be seen full, you can still collect Beast Spirits and start a new Roaring Mode, which will cancel the glitch. This does not appear to be the source of further desyncs. As seen in this clip.
  • Finally, certain short replays (like killing Kutaka's Extra Stage spells in Spell Practice before they start) experience an infamous Hidden Star in Four Seasons glitch, the sprintf buffer overflow. When replayed multiple times, images from one replay form an afterimage in the following replay. This will continue to darken the screen (due to the Spell Card backgrounds stacking) until new replays become imperceptible, all whilst lagging the game. The afterimages can still be seen after quitting the replay, during the loading screen. As seen here.
  • Youmu Eagle is notoriously under-powered due to a typo in the game's code. Her damage cap reads '60' instead of '160', meaning she will deal a measly 60 damage at full power even though her slashes were supposed to deal over 100.
  • When Roaring Mode ends, if you immediately collect a Rare Beast Spirit and trigger another Roaring Mode in the time before the first Roaring Mode's Extra Beast Spirits spawn, those 2 Extra Spirits will be replaced by the set of 5 that the Rare Spirit rewards you with. This allows the player to collect the rewards from the Rare Spirit twice (once from the overwritten set and once from the 'regular' set), including any life or bomb fragments.
  • In Achievements, exiting quickly after selecting a new achievement will crash (CTD) the game.
  • In Spell Practice, against any of Kutaka Niwatari's Extra Stage spellcards, she can be killed before her spellcard declaration. Doing this does not count as a capture, nor does it increment that spellcard's attempt count.
  • While watching replays and skipping, the music will also attempt to skip ahead so that the replay and music are always synced (this is intended). However, skipping during the final Extra Stage card will instead begin to play a different song, namely The Animals' Rest. Skipping during the conversation thereafter will result in weird visual behavior of the stage background, and can also randomly play other songs, such as Returning Home from the Underground and Electric Heritage.
  • The previous glitch can also sometimes happen during replays of regular stages. In these cases, the music played is the next Stage's theme.
  • Viewing Bad Endings from Achievements seems to be bugged. Viewing Reimu's skips to the Staff Roll, and viewing Marisa's or Youmu's seems to show you the Reimu A Extra Ending.
  • In a similar fashion, watching Reimu Eagle's Extra (achievement #15) will show you Reimu Wolf's instead.
  • Watching a replay in which another player finishes an achievement-worthy run of any kind will also unlock the achievement for you if you didn't already have it. This exploit makes the task of getting all in-game achievements extremely easy and pointless. As such, it's recommended never to watch someone else's replay to the very end.
  • A returning classic from Hidden Star in Four Seasons: bombing during the timeout spell breaks it. This is believed to be due to the boss's bomb-invincibility, which wears off once the bomb is over. It would seem the bomb invincibility and the normal timeout-spell invincibility are stored in the same boolean. Someone should really tell ZUN about that one.
  • The "Pause+R" shortcut to quickly restart runs is disabled, despite being featured in the manual.
  • Spirit Items aren't effected by slowdown effects, such as when you defeat the Extra Boss. All other items are.
  • During a slowdown effect, many more items can be created on death than is intended. Extra Beasts will spawn several times over. This is however usually not a problem on unmodified versions of the game.
  • The Spirit slots on the HUD is not rendered in front of Reimu's amulet spell card attack, causing the large sprites to overlap in front of it as seen here.
  • Marisa Eagle has a chance of her laser glitching; Marisa's lasers are supposed to be bit tilted, but they can sometimes be straight instead. This usually happens on stage 1 when fighting Eika Ebisu, when passing through the POC and getting a power level of 3 from the power items. This bug can be fixed by pressing shift to switch to focus fire.

The following apply to multiple games, including Wily Beast and Weakest Creature:

  • Game loading will always fail if the game is minimized.
  • On many devices, capturing the game in full screen (either through screenshots or recording) is impossible and yields a black screen instead.


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