The other big change came in the form of another very helpful addition a cursor along the bottom margin during a boss battle showed the bosses’ location, helping seriously with aiming shots. In addition to the shots differing more clearly when focused and unfocused, focusing now presented a red dot where your character’s hitbox was, a seriously useful feature no doubt. The largest change mechanically was to focusing shots again. Getting more and more increases the Cherry Gauge, giving more points from point items and the potential for more resources. Getting 50,000 would give the player a temporary shield against one hit. Perfect Cherry Blossom’s new wheeze was the ‘Cherry’ scoring system, where your Cherry points increased by shooting enemies and decreased by dying or bombing. In what would become a staple of the series, ZUN changed up the core system behind the game for the first time. The game was graphically a far cleaner affair, notably more impressive than the first attempt of EoSD.Īnd the gameplay wasn’t standing still either. But whilst the engine was the same as before, ZUN had touched up the game a bit, for the better. ZUN didn’t feel the need to change from what had clearly been a winning formula with EoSD – PCB had the same goals in mind, of high speed danmaku made from somewhat abstract constructs. And it took Touhou even further than before. One year later, he went and did just that with the seventh Touhou game, Perfect Cherry Blossom. With Touhou getting its big start from Embodiment of Scarlet Devil, ZUN had to keep that up.
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