Touhou 5: Mystic Square/Advanced Mechanics

From The Danmaku Gameplay Wiki

Bullet Cap[edit | edit source]

Similar to LLS, the bullet cap in MS is not actually determined strictly by the number of bullets on the screen. It's determined by the number of specific types of bullets on the screen. There's bullets that come in two groups essentially: bullets with a sprite of 8 by 8 pixels and bullets with a sprite of 16 by 16 pixels. 8x8 bullets include pellet-bullets only. Every other bullet type is 16x16. Both of these groups have their own bullet cap. The bullet cap for 8x8 bullets is 180 and for 16x16 bullets it's 220. This means that theoretically the bullet cap is 400 bullets. This can include bullet clouds as well. This basically explains why some patterns seem to cap it's bullets much more easily than others. This is because some patterns only use one of two bullet types.

Cancel Bonuses[edit | edit source]

Boss Phase Bonus[edit | edit source]

After a phase of a midboss or boss is cleared by dealing enough damage, the player is awarded with a fixed bonus which is seperate from the cancel bonus. This is displayed by a fixed number of yellow 10,000s depending on the boss you fight. When defeating midbosses you obtain a static amount of 12,800s instead. The following table displays the static bonus received for beating a phase of a boss or midboss:

Stage Character Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6 Phase 7 Phase 8 Phase 9
Stage 1 Wheel Demon 64,000
Stage 1 Sara 50,000 50,000 80,000
Stage 2 Spirit Mirror 64,000 192,000
Stage 2 Louise 60,000 90,000 90,000 100,000
Stage 3 Hikariko 192,000
Stage 3 Alice 70,000 50,000 70,000 50,000 70,000 50,000 70,000 100,000
Stage 4 Louise 192,000
Stage 4 Yuki & Mai 0 0 0
Stage 4 Yuki 100,000 100,000 100,000 700,000
Stage 4 Mai 100,000 100,000 100,000 700,000
Stage 5 Ayana 384,000
Stage 5 Yumeko 100,000 100,000 100,000 100,000 100,000 650,000
Stage 6 Shinki 100,000 100,000 250,000 250,000 250,000 250,000 650,000
Stage EX Trump King 128,000 384,000
Stage EX Alice 200,000 200,000 200,000 200,000 200,000 200,000 200,000 200,000 2,000,000

Boss Bullet Cancel Bonus[edit | edit source]

Whenever you kill a midboss or finish off the boss' final pattern, a bonus is awarded based on the amount of bullets on screen when they get canceled. As one would expect, the more bullets, the higher this bonus. However it increases in some kind of exponential way. The first bullet that is canceled, gives a very low amount of score, and it exponentially increases for every bullet afterwards, until it hits a bullet value cap after a certain amount of bullets is reached. Every extra bullet that is on screen after the bullet that capped the score, will give you the same score for each one of them. The following list will show the score you get from each bullet for each difficulty:

A bullet cancel containing 96 bullets


Easy

1. 10 2. 20 3. 60 4. 130 5. 230 6. 360 7. 520
8. 710 9. 930 10. 1,180 11. 1,460 12. 1,770 13. 2,110 14. 2,480
15. 2,880 16. 3,310 17. 3,770 18. 4,260 19. 4,780 20. 5,330 21. 5,910
22. 6,520 23. 7,160 24. 7,830 25. 8,530 26. 9,260 27. 9,600 >27 9,600

Adding up the first 26 bullets adds up to 81,510. Every bullet after this will give you 9,600 points, meaning the bonus will always end in a "10". In theory, if you can get a bullet cancel containing the highest number of bullets possible, this would give a cancel of 3,671,910.


A bullet cancel containing 93 bullets

Normal / Hard / Lunatic

1. 10 2. 20 3. 60 4. 130 5. 230 6. 360 7. 520 8. 710
9. 930 10. 1,180 11. 1,460 12. 1,770 13. 2,110 14. 2,480 15. 2,880 16. 3,310
17. 3,770 18. 4,260 19. 4,780 20. 5,330 21. 5,910 22. 6,520 23. 7,160 24. 7,830
25. 8,530 26. 9,260 27. 10,020 28. 10,810 29. 11,630 30. 12.480 31. 12,800 >32 12,800

Adding up the first 30 bullets adds up to 126,450. Every bullet after this will give you 12,800 points, meaning the bonus will always end in a "50". In theory, if you can get a bullet cancel containing the highest number of bullets possible, this would give a cancel of 4,862,450.


Boss Timers[edit | edit source]

Invisible Timers[edit | edit source]

Despite there not being any phase timers on screen when facing a boss, like there are in the Windows-era games, the timers in this game do exist. They are invisible. Every boss has a specific timer for each phase. Below the timers for each boss and each phase will be given (noting that these might be 1 or 2 seconds off).

Midboss Timers[edit | edit source]

Stage Character Phase 1 Phase 2
Stage 1 Wheel Demon 28
Stage 2 Spirit Mirror 19 14
Stage 3 Hikariko 41
Stage 4 Louise 50
Stage 5 Ayana 33

Stage Boss Timers[edit | edit source]

Stage Character Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6 Phase 7 Phase 8
Stage 1 Sara 46 94 23
Stage 2 Louise 62 47 50 24
Stage 3 Alice 59 12 55 12 54 12 54 19
Stage 4 Yuki & Mai 34 21 101
Stage 4 Yuki 66 93 37 47
Stage 4 Mai 151 83 168 56
Stage 5 Yumeko 48 37[1] 102 37[1] 35 24
Stage 6 Shinki 39 43 57 53 57 53[2] 53
  1. Both the normal and intensified phase are combined
  2. All subphases are combined, but each subphase times out after 32, 12 and 9 seconds respectively

Currently the Stage 1 boss timers go by the frame numbers reported by ReC98 and assume a 56.4 FPS framerate.[1] The other timers went off of 60 FPS speed.

Glitches[edit | edit source]

Alice Phase Skip[edit | edit source]

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Gaps in laser hitbox[edit | edit source]

A visual representation of the laser hitbox. The square shapes shown act as a "true" hitbox and stays at this angle regardless of the angle of the laser.[2]

The laser that extends across the whole screen does not have a well-functioning hitbox. Despite how it appears, its actual hitbox is a straight line of repeating hitboxes interrupted at regular intervals by small gaps that are present regardless of the angle of the laser. These lasers are present during Sara's final attack, Yuki & Mai's second phase, and Mai's second and fourth phase.








Lingering Laser[edit | edit source]

Mai's laser from the second phase remaining active during the third phase

Normally when fighting Yuki and Mai at the same time, you will typically time out their attacks on the first two phases. If you do enough damage however, you can make these phases end early. When you end phase 2 early while Mai is firing her laser, the laser stays on screen as phase 3 starts. This laser will still have a hitbox and will not go away until either Yuki or Mai has been defeated. It is also possible to end phase 2 when the laser starts out as a thin line. When this happens, the creation of the laser attack will be interrupted, so the line will remain present but does not have a hitbox.





Sources[edit | edit source]