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>> No.18792061 [View]
File: 433 KB, 256x240, __elis_hakurei_reimu_hakurei_reimu_kikuri_konngara_and_others_highly_responsive_to_prayers_touhou_and_touhou_pc_98_drawn_by_nana_murasaki__119d6f5ec26cf2f126ea7b427e1140ff.gif [View same] [iqdb] [saucenao] [google]
18792061

If anybody haven't tried Neko Project for the PC-98 games then I suggest you do. Smooth fps makes the games ALOT easier . I need to find myself a CRT monitor just for this.
By the way, what is the clearing criteria for the PC-98 games? Just no continues and 3 starting lives?

>>18788939
Which wall fairies are you talking about? The aimed spread ones can be side-stepped, and the ones that come out the sides after the stage name disappears can be killed easily by hugging the right edge of the screen.

>> No.17866772 [View]
File: 433 KB, 256x240, __elis_hakurei_reimu_hakurei_reimu_kikuri_konngara_and_others_highly_responsive_to_prayers_touhou_and_touhou_pc_98_drawn_by_nana_murasaki__119d6f5ec26cf2f126ea7b427e1140ff.gif [View same] [iqdb] [saucenao] [google]
17866772

>>17866607
Not that "HRtP is cancer" faggot, but:

1) Learn how to aim the Yin-Yang Orb. If you can't get it to fly where you want it to, then you have no chance of winning. Reimu's hitbox is massive and has a bullshit tendency to get crushed than kicking the Orb. Mix between shooting, striking, sliding, and flipping to get the Orb where you want it. (You'll know what frustration is when trying to get the cards set in the corners)

2) Learn how to do the special moves. You can make do without them, just slide normally and shoot everything. But it would be impossible to do a lunatic clear without learning how to do well-executed flips.

3) Do not let the point (P) items fall off the screen. Collect them and rack up the points. If you keep them at maximum (65530), then you can be lenient with dying, as you can get a life back quick. It's about 4-7 hits on the cards for a point or bomb item to spawn, try to keep track so you can plan ahead.

4) Related to the above, try to keep the Orb in the air as much as you safely can. Combo-ing the cards can net you a lot of points for extra lives. This is especially relevant in Hell 13? (The one with a long bumper), and the last stages of both routes (15-19) are designed for you to get as many points as you can before the finale.

4) Bomb as soon as you get 5. The cap is 5 bombs, so if you die, a bombing opportunity is wasted.

That's all there is to it. Generally, Hell is easier than Makai, at least for me. Makai's bosses are harder to hit due to smaller size and constant movement (especially Yuugenmagan and Elis), while Hell's bosses have a bigger hitbox and are fairly stationary.
can do a huge write-up on the bosses' attacks, but its better if you see the patterns and figure them out yourself.

PS: HtRP has the best atmosphere in any of the games, rivalled only by PCB and UFO. Prove me wrong.

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