Not only are the music and patterns extremely beautiful, how a perfect run creates a sync with the music that makes it even more epic like 1:40, 3:40 & 3:52
Maybe they're there to keep the corners from becoming Safe Zones? Other than those orbs there isn't really anything of much threat in the corners compared to the rest of the area...
Miko shows that beauty can kill. Shinmyoumaru shows that even minuscule things could be lethal. Junko shows that the even most basic,simple things could easily beat you. holy shet touhou has taught me more than fckin school
+Natashi Mex Byakuren taught me that attacks coming from the side are BULLSHIT Yuyuko taught me that streaming is also BULLSHIT Didn't learn much from the others.
ZUN: *looks at last spell which looks like Byakuren's with less order and more lasers* "Aww heck, I still have some music left, let's throw in one more." And so the real last spell was born.
No way, you use the exact same trick for her 4th spellcard that I use! o.o That's so weird. And here I thought I was being original with the idea..lol. Great minds think alike, I suppose XD
I agree with you, Touhou IS known for it's difficulty anyway, which makes it quite fun. Although SA was frustratingly hard, it's the one that gave me the most amazing feeling of pride and happiness when I finally, after hours of practice, 1cc'ed it, so it's kind of my favorite. I loved the bombs, loved the options (So much variety!)
I used to watch this video a lot in the times I was new to Touhou and still over-amazed by bullet hell. Now I watch it again and look back on how stupid I was, overreacting so much. Things look so much easier now xD Skills are sure wonderful things..
I have to admit, I'm both happy and sad with Ten Desires', specifically Miko's, difficulty level. Sure, I'm not good enough to 1CC the game on Normal just yet, but the fact that I got really close on my first day of playing the game stands as a testament to how much easier the game is than the other recent installments. Not that I'm complaining-actually being able to beat bosses without hands cramping and eyes tearing up is nice. I'm just concerned for people that want a challenge.
Miko's final card is actually pretty easy once you get the hang of it. The hard part is the transition from form 1 to form 2, where if you empty her health bar enough, all of the bullets on screen freeze and head towards you. If you do this while she's already frozen a screen full of bullets, you have to dodge two waves of bullets, on top of a much heavier rain of bullets, which will probably kill you. However, once you reach the transition, it's almost over, and she no longer freezes the whole screen, so if you can survive it, you've won. If you don't care about no-bomb or no-spirit-world, her final spellcard is also a fantastic card to farm white spirits on. Fuck Guze Kannon, though.
Vid-szhite That was where I had trouble. Fortunately I captured it now. Easier than I thought :V Also, Guze Cannon took more attempts. It's on par with Mokou's last nonspell in terms of BS bullet speed.
I think Guze Cannon/Flash is her easiest card. The glow is annoying but the pattern is simple and has enormous gaps. It's also WAY slower than Mokou's bullshit she pulls with her final nonspell. Eternal Meek from EoSD is probably a better comparison since it's essentially the same thing as Guze, but way faster, way more random, and much harder to deal with given the EoSD movement engine (not to mention Eternal Meek is also speeds up with rank). As long as you know the bullets aren't going as fast as you think and you stay relaxed and keep your movement to a minimum, it should be an easy capture.
@KoopalmierMario Particularly on the lower difficulties, you'll find yourself getting less lives than most other games (seeing as you need to be in trance mode to maximize the number of extra life fragments you pick up and there are less spirits to charge up your gauge). The attack power system has been crippled quite a bit compared to the earlier games. It is a bit easier than most games in the series though...
@Digitalsp33r There's not a whole lot of risk once you know the enemy placements and in a scorerun the player -literally- at least bombs or trances 90% of all boss attacks. This is basically how a boss fight goes: "bomb, trance, bomb, bomb, suicide, trance, end. You dodge maybe 5 seconds on the final boss.
((That makes it actually a bit more like the old Touhou games, the pc-98 games. Because of the limited amount of colours back then, it was sometimes difficult to tell items and bullets (and background) apart. In TD the colours are fine of course, but the shear amount of items can sometimes overwhelm you as well so that you don't recognise what is safe, and what isn't safe to touch. SA also had a similar dirty trick in stage 4 with blue amulet bullets and point items at the same time.))
Oops, also wanted to say SA is my favorite. Orin and Utsuho definitely take some getting used to, but I didn't find anything in that game unreasonable. I found it to be the least frustrating and most rewarding.
@CZyber87 Totally, the king of Clip Death cards. It actually took me 3 tries to figure out how the balls of energy are moving. They seems very deceptive in their movement
ive just noticed, but her spell cards all revolve around overwhelming the enemy with danmaku, although (outside of her 3rd and 5th spell card) she always gives her enemy ample time to react and space to dodge. in her first spell card, the main danmaku appear after she places the large orbs, where they then disappear as she shoots more. in the second, there arent many bullets, but they constantly block off and reopen escape routes. in the fourth, the bullets that suddenly appear are still semi-transparent before they do so, letting the enemy know where they shouldnt be. even the last two spell cards, despite focusing more on overwhelming the opponent, she still leaves time to react and dodge. the amulets in the sixth spell card appear from choreographed lasers stay slow for most of their time, and the bullets in the seventh spell card arent very dense compared to other spell cards. her third spell card is acted by futo and tojiko, so she isnt the one controlling her bullets. her fifth spell card isnt too dense, but its bright and fast, intending to distract the opponent, increasing space to dodge while decreasing time to react
@KamuiKunitsuna If I'm not wrong, she's also vulnerable when a bomb is used at the first part of her last spell. If that is true, she's the only final boss so far to not be invulnerable to bombs in her final spell. Ironically, the first half of the spell seems harder than the final part.
@plutokiss Ofuda bullets have always had strange hitboxes since they first appeared in Imperishable Night. It's possible for your entire hitbox to be covered by them and not be hit. :P Anyway, wow I'm surprised I missed this until now. Good job Jaimers. It's amazing how we started equal in skill and you surpassed all of us so quickly. o_o The fact that you can pull this off within a day only further proves you to be the best player in the Western Touhou community.
So I just finished Ten Desires on Lunatic, it was vastly easier than most of the others..... So much more room. I remember back to Imperishable Night where you would have literally NO room and the difficulty curve was so steep after just the first level. Oh well, I can now say I've beaten all the typical manic shooter style Touhou games on Lunatic. You can watch this video to really see what I mean, even on Lunatic it isn't super mind boggling hard like the rest.
I started with PCB personally. But if you want to start off with one on the easier side I'd pick Imperishable Night. It also includes Spell Practice...
@BakaofLulz Eh, I kinda saw that coming. As far as I can tell, ZUN doesn't seem to like bringing characters back repeatedly. He's done it before, but not very often. Besides, she's already been a Stage 6 boss. A second go was unlikely. And just think of how complicated things would get if she did come back. Marisa might join up with her instead of Reimu, and she might start visibly living at the shrine again or who knows what. Not to say I don't want Mima to come back...
I'd heard things about ZUN saying that he'd toned down the difficulty of it just a bit so it would market to the western market much better, that's what I'd heard.
@KamuiKunitsuna Actually all Final Bosses have 5 spell cards. Byakuren has 6 spellcards. Miko here has 7 spellcards. Let's hope ZUN doesn't make TH 14 final boss have 8 spellcards. ;_;
Hm, according to the Wiki Miko has one more spell than other Stage 6 bosses. ZUN must have thought "Well gee we still have some music left let's make another card" and thus the last spell was born.
Deathbombing is only possible when you don't have any trance gauge (well, less than 1... spirit/orb/thing?) which is pretty much never the case. Deathtrancing requires 3 full orbs, which is also pretty rare. The game isn't bad, that particular aspect was just overlooked.
Any of the Mishihimesama games, anything in the Donpachi series, Espgaluda, Seihou (Touhou's sister series)... Well, pretty much anything made by CAVE.
I think Zun is now just trying to appeal to a larger audience. That's why he's putting more effort in the effects, easing up the difficulty, improving the character drawings, which are now not as horrendous as they used to be, and is decreasing the number of new characters per game. There's just too many to keep track of them all for new fans.
Diffculty of a game is based on a players perspective AS WELL AS how they handle the difficulty. Just because it looks easy for someone else doesn't mean it will be for you ;) and in all honesty this look more complex then some of the other touhou shooters ive played :o
Moriyashrine@weebly got all the games, english patched too, I believe. But patches are easy to find. Just google "Moriyashrine", it'll be the top link. Then go to "Official Games" and you'll have the entire list right there. This particular game, as you've probably figured out, is Touhou 13 - Ten Desires.
Yeah, I know that you get x2 life pieces if you're in trance mode when getting them, but it's still ridiculous; I can't trance when they appear because I clipdeath and automatically get in trance mode, usually when there isn't even anything to shoot. I hate the trance system for 1 reason; It completely removes deathbombing from the game, which was a MAJOR part of Touhou, for me at least.
I know the hitbox, I just always get sniped by a sneaky bullet. That's clipdying. Secondly, you cannot deathbomb; deathbombing means bombing right when you die, thus nullyfying your death and using up a bomb instead of a life. The reason you can't activate it is because the very second you die, you go in trance mode, completely preventing you from using a bomb and thus, losing a life no matter what.
@olAlolilo I am not as good as Jaimers91. In fact, I am far worse than Jaimers91, but I think an old saying "practice makes perfect" still makes sense here... Just - I dunno how to explain it - somehow get the hang of it, and you will be better.
i the hard stuff about this games is those huge colorful explosions that sometimes prevent seeing the bullets if you are to close to them, this is not a comment on the on the esinenest or harnest of the game but rather that bigger more colorful explosion dont make a game better and in this case i fell it made it worst.
It's not that TH 13 is too easy. The fact is, all those danmaku combinations were seen before, if you think about it. If you have played all or almost all the games before Ten Desires, you will find all those danmakus kinda familiar. It will in fact become easier this way, as if you already did all that before. I can see Koishi, Okuu, Yukari, and even Byakuren's spellcards and non-spell danmakus there.
In general, this game seemed a bit easy for a touhou. Bullets were, well slow letting you easily dodge stuff. Add to that the fact that you can bomb through any card(including the last one O.O) that gives you trouble and you get easy bosses.
I died the most in TD not from bullets and bosses but from running into fairies trying to collect spirits XD
I do all the time end up killing my self and then get mad
Featherless Fairy Kicked.
+Featherless XD same
Same
UFO.
I like how the spells are geared in such a way that 3:55 has a higher chance of happening, where the light explosion syncs with the musical climax
cue Master Spark
3:55 Damn, that sync.
Not only are the music and patterns extremely beautiful, how a perfect run creates a sync with the music that makes it even more epic like 1:40, 3:40 & 3:52
The Guze Cannon Spellcard was right on cue with the music....amazing!
1:45 I've only just noticed that the balls on the very left and the very right stay there, doing nothing.
They had ONE job.
Maybe they're there to keep the corners from becoming Safe Zones? Other than those orbs there isn't really anything of much threat in the corners compared to the rest of the area...
Those corners look like safe spots
They could have exploded and shot out arrow bullets. It seems like a bug rather than to block safe spots.
Miko shows that beauty can kill.
Shinmyoumaru shows that even minuscule things could be lethal.
Junko shows that the even most basic,simple things could easily beat you.
holy shet touhou has taught me more than fckin school
+Natashi Mex what about the others.....is there a meaning?
Byakuren has apparently taught me not to fight a Buddhist turbo grandma.
+Natashi Mex
Byakuren taught me that attacks coming from the side are BULLSHIT
Yuyuko taught me that streaming is also BULLSHIT
Didn't learn much from the others.
Remilia taught me that hitboxes are bullshit.
+Natashi Mex
Marisa Taught me that Homing Bullets are for the weaks
Miko's aura is MASSIVE, I like that.
Yeah, more massive than Yuyuko's fan.
Too bad Miko's is only in this game, it didn't appear in HM, ISC or ULiL.
*****
I'm talking about her aura.
@@Bravidunno but she appeared in AoCF
@@danielsharp8541 I didn't see her aura at all in this game either
@@Bravidunno she has a MOFO cape. Isn't enough aura for you guys?
3:55
3:50 to 4:12 was simply fantastic.
are we all just gonna ignore the perfect laser sync at 4:15
The people who dislike Jaimers's videos are probably just jealous of his awesome skill.
I really like this boss fight. I love how the music fits so much with the spellcards
3:52 The best sync with any spellcard in all Touhou.
ZUN: *looks at last spell which looks like Byakuren's with less order and more lasers* "Aww heck, I still have some music left, let's throw in one more." And so the real last spell was born.
No way, you use the exact same trick for her 4th spellcard that I use! o.o That's so weird. And here I thought I was being original with the idea..lol. Great minds think alike, I suppose XD
I agree with you, Touhou IS known for it's difficulty anyway, which makes it quite fun. Although SA was frustratingly hard, it's the one that gave me the most amazing feeling of pride and happiness when I finally, after hours of practice, 1cc'ed it, so it's kind of my favorite. I loved the bombs, loved the options (So much variety!)
I used to watch this video a lot in the times I was new to Touhou and still over-amazed by bullet hell. Now I watch it again and look back on how stupid I was, overreacting so much. Things look so much easier now xD Skills are sure wonderful things..
Pretty good. I still think that Byakuren's fight was better.
Guze canon is my favorite card, its so climatic and it gives you a pro feeling when you capture it!
Ten Desires seems pretty easy, especially for Lunatic but PERFECTING it even 1 day after it came out is VERY impressive.
3:55 That music change was especially clutch. Top notch, friend.
3:55 Dat sync!
Congratulations! You don't need an umbrella anymore!
The build up in the music from 3:30 - 3:50 for, Light Sign "Guse Flash"
just gets me every time since it is just in time to make it seem epic.
Hell, It's gameplay and music that made it so awesome, and the setting isn't too bad either.
I have to admit, I'm both happy and sad with Ten Desires', specifically Miko's, difficulty level. Sure, I'm not good enough to 1CC the game on Normal just yet, but the fact that I got really close on my first day of playing the game stands as a testament to how much easier the game is than the other recent installments. Not that I'm complaining-actually being able to beat bosses without hands cramping and eyes tearing up is nice. I'm just concerned for people that want a challenge.
if a 3D movie would be ever done in future, this video must be the base, especially the 3:55 synchronicity.
Screw Guze Cannon. That and Miko's final spell had me trumped on Spell Practice for hours...
Miko's final card is actually pretty easy once you get the hang of it. The hard part is the transition from form 1 to form 2, where if you empty her health bar enough, all of the bullets on screen freeze and head towards you. If you do this while she's already frozen a screen full of bullets, you have to dodge two waves of bullets, on top of a much heavier rain of bullets, which will probably kill you. However, once you reach the transition, it's almost over, and she no longer freezes the whole screen, so if you can survive it, you've won. If you don't care about no-bomb or no-spirit-world, her final spellcard is also a fantastic card to farm white spirits on.
Fuck Guze Kannon, though.
Vid-szhite That was where I had trouble. Fortunately I captured it now. Easier than I thought :V
Also, Guze Cannon took more attempts. It's on par with Mokou's last nonspell in terms of BS bullet speed.
I think Guze Cannon/Flash is her easiest card. The glow is annoying but the pattern is simple and has enormous gaps. It's also WAY slower than Mokou's bullshit she pulls with her final nonspell. Eternal Meek from EoSD is probably a better comparison since it's essentially the same thing as Guze, but way faster, way more random, and much harder to deal with given the EoSD movement engine (not to mention Eternal Meek is also speeds up with rank).
As long as you know the bullets aren't going as fast as you think and you stay relaxed and keep your movement to a minimum, it should be an easy capture.
Edward Bottle Also, Guze Flash is pretty.
Eternal Meek isn't.
Taoist of the Land of the Rising Sun is the easiest.
Guse flash
“→,←,→→,←←,→←,←→, do nothing, and failure by habit.”
3:59
nice judge to the yellow light.
last spellcard reminds me of cirno's last (?) spell card
Was it Perfect Freeze?
Daniel Alexander no it was diamond blizzard i think
@KoopalmierMario Particularly on the lower difficulties, you'll find yourself getting less lives than most other games (seeing as you need to be in trance mode to maximize the number of extra life fragments you pick up and there are less spirits to charge up your gauge). The attack power system has been crippled quite a bit compared to the earlier games. It is a bit easier than most games in the series though...
Also, ZUN seems to have brought back familiars that die when their boss is killed. Haven't seen those since IN.
@Digitalsp33r There's not a whole lot of risk once you know the enemy placements and in a scorerun the player -literally- at least bombs or trances 90% of all boss attacks.
This is basically how a boss fight goes: "bomb, trance, bomb, bomb, suicide, trance, end. You dodge maybe 5 seconds on the final boss.
((That makes it actually a bit more like the old Touhou games, the pc-98 games. Because of the limited amount of colours back then, it was sometimes difficult to tell items and bullets (and background) apart. In TD the colours are fine of course, but the shear amount of items can sometimes overwhelm you as well so that you don't recognise what is safe, and what isn't safe to touch. SA also had a similar dirty trick in stage 4 with blue amulet bullets and point items at the same time.))
This is a perfect example how the game makes the music.
Oops, also wanted to say SA is my favorite. Orin and Utsuho definitely take some getting used to, but I didn't find anything in that game unreasonable. I found it to be the least frustrating and most rewarding.
When its raining outside this guy don't need an umbrella.
there's not enough people appreciating the amazing technicolor battlefield the entire stage happens in
@CZyber87 Totally, the king of Clip Death cards. It actually took me 3 tries to figure out how the balls of energy are moving. They seems very deceptive in their movement
ive just noticed, but her spell cards all revolve around overwhelming the enemy with danmaku, although (outside of her 3rd and 5th spell card) she always gives her enemy ample time to react and space to dodge. in her first spell card, the main danmaku appear after she places the large orbs, where they then disappear as she shoots more. in the second, there arent many bullets, but they constantly block off and reopen escape routes. in the fourth, the bullets that suddenly appear are still semi-transparent before they do so, letting the enemy know where they shouldnt be. even the last two spell cards, despite focusing more on overwhelming the opponent, she still leaves time to react and dodge. the amulets in the sixth spell card appear from choreographed lasers stay slow for most of their time, and the bullets in the seventh spell card arent very dense compared to other spell cards.
her third spell card is acted by futo and tojiko, so she isnt the one controlling her bullets. her fifth spell card isnt too dense, but its bright and fast, intending to distract the opponent, increasing space to dodge while decreasing time to react
You made me discover that the Yao Ming meme is actually pretty ironic
THe spell card at 3:56 really matched the music at the time.
@KamuiKunitsuna If I'm not wrong, she's also vulnerable when a bomb is used at the first part of her last spell. If that is true, she's the only final boss so far to not be invulnerable to bombs in her final spell.
Ironically, the first half of the spell seems harder than the final part.
PCB, SA and TD are my favourites.
@plutokiss Ofuda bullets have always had strange hitboxes since they first appeared in Imperishable Night. It's possible for your entire hitbox to be covered by them and not be hit. :P
Anyway, wow I'm surprised I missed this until now. Good job Jaimers. It's amazing how we started equal in skill and you surpassed all of us so quickly. o_o The fact that you can pull this off within a day only further proves you to be the best player in the Western Touhou community.
Dangit... I ALWAYS panic when I see a lot of bullets!!
truly incredible!
Perfect timing @ 3:50
3:55 Did you calculate the exact moment for the music and the spell card get more epic?
Knifes? Who is she Sakuya Izayoi?
...Do you know how many characters use knife danmaku?
Sakuya, Remilia, Seiga, Shinmyoumaru, this bitch, Kanako, Mokou...
+Kanako's All New Divine Cherry Cola don't forget byakuren
Kangiten also yuyuko
Anyone in touhou who uses knives in their fight is trying to be DIO, duh
So I just finished Ten Desires on Lunatic, it was vastly easier than most of the others..... So much more room. I remember back to Imperishable Night where you would have literally NO room and the difficulty curve was so steep after just the first level. Oh well, I can now say I've beaten all the typical manic shooter style Touhou games on Lunatic. You can watch this video to really see what I mean, even on Lunatic it isn't super mind boggling hard like the rest.
I started with PCB personally. But if you want to start off with one on the easier side I'd pick Imperishable Night. It also includes Spell Practice...
@BakaofLulz Eh, I kinda saw that coming. As far as I can tell, ZUN doesn't seem to like bringing characters back repeatedly. He's done it before, but not very often. Besides, she's already been a Stage 6 boss. A second go was unlikely. And just think of how complicated things would get if she did come back. Marisa might join up with her instead of Reimu, and she might start visibly living at the shrine again or who knows what.
Not to say I don't want Mima to come back...
you sir/ma'am have amazing reflexes and grazing skills :D
I'd heard things about ZUN saying that he'd toned down the difficulty of it just a bit so it would market to the western market much better, that's what I'd heard.
now i see why she looks easier than other stage 6 bosses now
@KamuiKunitsuna Actually all Final Bosses have 5 spell cards. Byakuren has 6 spellcards. Miko here has 7 spellcards. Let's hope ZUN doesn't make TH 14 final boss have 8 spellcards. ;_;
4:38 I call shenanigans on her amulet hitboxes.
4:15 "What does the scanner say about her power level?"
4:18 Reimu: "Its over 9000!!!!!!"
There is going to be 13.5, hopeless masquerade
It was announced this month ^^
Hm, according to the Wiki Miko has one more spell than other Stage 6 bosses. ZUN must have thought "Well gee we still have some music left let's make another card" and thus the last spell was born.
Most FUN Windows boss. Ever.
That Guse Flash capture, though.
AAA final boss these days:I'm THE GOATED >:<
indie final boss 13 years ago:
and not even a bomb was given that day
Those flowers in the back... remember me to Byakuren's or Junko's...
beautifully done at 5:25
I guess this guy was a sick dodgeball player at Junior... lol
I'm trying to get into the Touhou series. Should I start with this game ? ZUN said he toned the difficulty down for new players.
byakuren was also trapped or sealed in hokai and she was fairly powerful
The bullets may be easier, but they sure are pretty
Deathbombing is only possible when you don't have any trance gauge (well, less than 1... spirit/orb/thing?) which is pretty much never the case. Deathtrancing requires 3 full orbs, which is also pretty rare. The game isn't bad, that particular aspect was just overlooked.
Any of the Mishihimesama games, anything in the Donpachi series, Espgaluda, Seihou (Touhou's sister series)...
Well, pretty much anything made by CAVE.
I think Zun is now just trying to appeal to a larger audience. That's why he's putting more effort in the effects, easing up the difficulty, improving the character drawings, which are now not as horrendous as they used to be, and is decreasing the number of new characters per game. There's just too many to keep track of them all for new fans.
"Look ma, I can DODGE RAIN. Completely dry during 150 mph wind with relentless pouring."
5:16
And then Miko said "Let's make the bullets try to glomp you!" XD
Diffculty of a game is based on a players perspective AS WELL AS how they handle the difficulty. Just because it looks easy for someone else doesn't mean it will be for you ;)
and in all honesty this look more complex then some of the other touhou shooters ive played :o
3:45 I never tried to move WITH the bullets. oO
Thats genius!!
Well, there's always the overdrive spell-cards.
ToooyooooosatoooooMIMIMIMIMIMIMIMIMIMIMIIIIII
MIMIMIMIMIMIMIMIMIMIMIMIMIMIMIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
MIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIMIIIIII
Mimimimiimininininmimimimimimimimimimimiminimimimimimimimimiimimimimimi.iminimininininininimimimimimi
arrow danmaku....the new bain of my exsistance
TD is almost as generous with extra lives as UFO.
@SilverSea27 If that's the most epic moment in your life, either get outside or play more shmups.
Moriyashrine@weebly got all the games, english patched too, I believe. But patches are easy to find.
Just google "Moriyashrine", it'll be the top link. Then go to "Official Games" and you'll have the entire list right there. This particular game, as you've probably figured out, is Touhou 13 - Ten Desires.
it hurts so much to see all those point itens falling T_T
Yeah, I know that you get x2 life pieces if you're in trance mode when getting them, but it's still ridiculous; I can't trance when they appear because I clipdeath and automatically get in trance mode, usually when there isn't even anything to shoot. I hate the trance system for 1 reason; It completely removes deathbombing from the game, which was a MAJOR part of Touhou, for me at least.
I know the hitbox, I just always get sniped by a sneaky bullet. That's clipdying. Secondly, you cannot deathbomb; deathbombing means bombing right when you die, thus nullyfying your death and using up a bomb instead of a life. The reason you can't activate it is because the very second you die, you go in trance mode, completely preventing you from using a bomb and thus, losing a life no matter what.
Touhou 13,Ten desires is soooo....easy.
"In ten desires(in sovit russia)Bullets dodge you!"
it would be a bit more epic if the climax began in 3:18 when Miko says "Playtime's over!" and fires a thousand knives :P
@olAlolilo
I am not as good as Jaimers91. In fact, I am far worse than Jaimers91, but I think an old saying "practice makes perfect" still makes sense here...
Just - I dunno how to explain it - somehow get the hang of it, and you will be better.
I remember during my first month in the touhou community i thiught touhou td ment touhout tower defence
i the hard stuff about this games is those huge colorful explosions that sometimes prevent seeing the bullets if you are to close to them, this is not a comment on the on the esinenest or harnest of the game but rather that bigger more colorful explosion dont make a game better and in this case i fell it made it worst.
It's not that TH 13 is too easy.
The fact is, all those danmaku combinations were seen before, if you think about it. If you have played all or almost all the games before Ten Desires, you will find all those danmakus kinda familiar. It will in fact become easier this way, as if you already did all that before.
I can see Koishi, Okuu, Yukari, and even Byakuren's spellcards and non-spell danmakus there.
In general, this game seemed a bit easy for a touhou. Bullets were, well slow letting you easily dodge stuff. Add to that the fact that you can bomb through any card(including the last one O.O) that gives you trouble and you get easy bosses.
@xaina222 Jaimers is from the Netherlands.
@SilverSea27 Yes. It's too hard for me because I can't find any special method to escape from the fast danmaku :(
u are not human, u are ailen :yaoming:
And I can't even beat Normal... ;-;
Well, it's quite insane what you did there.
Wow, Touhou got GORGEOUS when I wasn't looking. o.o