Maribel Hearn
Samidare - No Miss - 43,060,884
updated
It was about time I got the fabled survival accomplishment in my favourite Touhou game :)
The scariest thing in this run was actually the Futo fire spell. It should not be underestimated! It's usually fine, but sometimes...
Miko's penultimate spell meanwhile was very doable this run. It's the hardest part of the run on average, but this time it went easy on me. It had killed three LNNNs before with (very) difficult waves, so this was nice for a change lol.
Stage 1 0:04 Yuyuko Saigyouji 1:38
Stage 2 3:19 Kyouko Kasodani 5:56
Stage 3 7:37 Yoshika Miyako 10:06
Stage 4 12:35 Seiga Kaku 15:00
Stage 5 17:44 Mononobe no Futo 20:23
Stage 6 22:48 Toyosatomimi no Miko 24:18
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Also this is actually the last LNB of the Windows games that I've done! That means I've now cleared Lunatic without bombing in every Windows Touhou game at least once. That's neat :)
Stage 1 0:08 Seiran 2:28
Stage 2 3:58 Ringo 6:26
Stage 3 8:46 Doremy Sweet 11:39
Stage 4 14:10 Sagume Kishin 16:59
Stage 5 19:00 Clownpiece 22:31
Stage 6 26:39 Junko 28:38
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Definitely the hardest one out of the PC-98 Extra stages. Don't be fooled by the low bullet density and simple pattern design: the bullets are large and also quite fast! Evil Eye Sigma is no pushover and the stage takes a bit of learning as well.
You have to either use autofire or manually mash the Z key to deal good damage in this game. Mashing deals more damage than just holding Z, which is especially important on the blobs section and of course Evil Eye Sigma. You want to do it to get S items from the orb section too.
Blobs 2:10
Evil Eye Sigma 3:20
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E4 score, meaning 144 million, which is quite decent for a run not focused on scoring. I did await a cancel on the first laser phase though lol. Might as well, since it's pretty easy to dodge.
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This is that one Extra Stage that is famous for its evil timeout patterns. However, you only face them if you, as "timeout pattern" implies, actually time out Mugetsu or Gengetsu's final patterns. Playing the stage normally is not even remotely close to that level of difficulty, especially with MarisaA, whose lasers burn through everything easily.
Mugetsu 3:29
Gengetsu 4:42
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This was a very lucky quick clear. On Rikako I accidentally charged instead of using my hyper, which caused me to lose Round 1, and then I happened to lose Round 2 as well. That was quite unfortunate; I lost against Mima as well.
In this game though, a run is not over even if you have only one extra life into the final two fights. And it showed. Somehow, I actually ended up winning not only Chiyuri Round 1.. but also the infamous Yumemi Round 1. LOL. I had not expected that at all and ended up laughing. What a run lmao.
Did this run on a whim because I felt like giving PoDD a try. It ended up taking only two days to get. I think this game is really fun actually! I like the "rush" of it.
Sorry about the low video quality; it's because my OBS wasn't configured correctly. YouTube also left-shifted the image for some reason.
Stage 1 (Marisa) 0:04
Stage 2 (Kotohime) 1:53
Stage 3 (Reimu) 4:16
Stage 4 (Kana) 6:24
Stage 5 (Rikako) 8:50
Stage 6 (Ellen) 15:47
Stage 7 (Mima) 17:54
Stage 8 (Chiyuri) 23:54
Stage 9 (Yumemi) 26:29
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It's possible to use a replay to perform RNG manipulation for the beginning bit. This saves time, since you don't have to keep resetting for a long enough headsit. With a long enough headsit, you get some extra damage, which makes it easier to kill the spell in the time.
The spin is learnable and you can get very consistent at it with some practice. This means that the challenge is actually making it to the spin safely, as well as dealing enough damage by shotgunning from the side to finish off Remi before the 2nd spin begins.
I also have a No Items clear of every scene at this point so that's cool.
Replay: silentselene.net/replays/th128/24391
Route B1 was the hardest route for me personally, even edging out C1. I had a ton of unfortunate, nasty losses, making the clear take quite long to achieve. However, I got very consistent and started to reach Stage 3 or even Luna Child a bunch of times on every day I grinded. This run, the game decided to give me a lucky break where I almost messed up, lol (Stage 3).
Star Sapphire is particularly harsh, with her spells being the most inconsistent in the run, though of course final boss Luna Child is no joke either. Luna requires attention on her nonspells as well though, while Star's nonspells are easily cheesed by hugging her rings for an immediate 100% freeze.
Luna's final non I would say is the hardest attack execution-wise, as the bullets move in an awkward pattern. Given the consistency of the final spell and Fairy Overdrive being very consistently doable as well, the final non is basically the gatekeeper to a successful run.
Stage 1 0:05 Sunny Milk 1:58
Stage 2 2:54 Star Sapphire 5:03
Stage 3 7:04 Luna Child 9:46
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The first of the two harder routes of the game (B1 being the second). Pretty cool route and pretty clean run. A couple of scary moments but that's honestly typical of an LNN run lol.
Stage 1 0:04 Star Sapphire 2:02
Stage 2 3:27 Sunny Milk 5:38
Stage 3 7:33 Luna Child 10:04
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In case you're unfamiliar with the system, enemies in this game drop green gems, which increase your counter up to a maximum of 500 gems. You can activate Kakusei (Awakening), which will count down your gem counter, while turning all bullets pink and slowing them down. It also affects your character and shot. Killing enemies during Kakusei cancels their bullets into score, so you want to go for cancels with as many bullets on the screen as possible.
The gauge in the bottom left indicates how much you can bomb. Your bomb is a charging shield that will deplete more gauge the longer you hold it for. Releasing it will fire the actual bomb, which will be stronger if you held the shield for a longer time.
If you hold the Kakusei button, you will enter Zetsushikai mode, which will cause enemies to spawn even more bullets when killed. This can be used to massively increase score gain; it also caps the multiplier at x500 instead of x100. I only make use of Zetsushikai to get the hidden 1up in Stage 3 in this run, since it's required to get it (as well as destroying all 6 side pods on that stage's midboss + not bombing from there until you get the 1up).
Stage 1 0:08 Tsubame 1:21
Stage 2 2:17 Boss 4:00
Stage 3 5:00 Janome 7:58
Stage 4 9:39 Madara 11:30
Stage 5 14:04 Seseri 16:08
Stage 6 18:15 Boss 22:07
Kujaku (final boss) 23:49
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Yep, you can mash Shift to repeatedly fire both the focused and unfocused shots, which causes this shot to deal much more damage than normally possible. This blew the category wide open, with millions upon millions to be additionally scored on the bosses.
It also makes it very tiring to play, unfortunately, which means I'm definitely not returning to this category, perhaps unless this is beaten. The bomb timings are kind of annoying too, since VIVIT-W's bomb tends to cause items to drop if it's even slightly mistimed, causing much frustration, since it immediately ends the run with no means of recovery. You cannot just decide to bomb that to recover, because her bomb lasts so long that it will carry into the next section and ruin it; plus, you'll no longer have that bomb for when you actually need it, which is also a run-ending loss in some cases.
This run lost about a million on Stage 3, and similar on Stage 5 (idk how much actually). Stage 2 wasn't too great either, but I didn't make any major mistakes on the final boss, which matters the most. Stage 1 was also very good and Stage 4 was fine. I missed a couple enemies on the Stage 6 midboss, but that didn't really matter too much.
The final boss in particular is an absolute mashing hell that your left ring finger will detest you for. You should probably not run this category if I'm being honest lol. I ran it so you don't have to. Despite the finger suffering though, now both characters in the game have breached the 200 million barrier and I'm happy to have achieved it :)
Watch my pb with the best shot here: youtube.com/watch?v=r-xKFTUhNP8 HiranoS 206,254,030 (also the highest score anyone is known to have achieved in the game).
Keitai Denjuu Telefang (携帯電獣テレファング), commonly known as Telefang, is a monster-collecting JRPG released for the Game Boy Color on 3 November 2000. The game is exclusive to Japan, but a nearly complete fanmade English translation is in active development; see below for link. Telefang was developed by Natsume and published by Smilesoft. It plays similar to Pokemon, as you fight your way through dungeons and bosses using various monsters, known as Denjuu (lit. "electric monster"). You own a special phone, called the D-Shot, which has an extra bar of reception for the Denjuu World. Each Denjuu also owns one, and you call them into battle. The D-Shot is also your in-game menu.
The overall strategy is to simply run from story event to story event, not doing any fights that aren't necessary. Encounters are unfortunately random, meaning you are subject to a chance to escape from them. They can also randomly slow you down a bit by wanting to join you after the fight. Some lategame encounters are intentionally defeated, though, and you actually want them to join you, to be used as partners to speed up the mandatory fights.
At the start of the run, you dial Ornithogalum's number, a Secret Denjuu that starts out at level 50. This is really overpowered. It steamrolls early and midgame fights and gets enough experience from the mandatory fights that you do not need to grind at all. From around the middle of the run onward, you use partner Denjuu in battles to speed them up.
The most notable trick is using save & quit to skip certain fights that would otherwise be mandatory. This works because, when you reload the game, the NPCs will respawn at their starting position, not where they left off when you saved the game. This is mostly used in the mid-lategame, though there are two skips on the Tabasco 2 split as well. Another notable strategy is the use of the Frostbite status, which halves Defense while inflicted. Counterintuively though, it makes moves deal *much* more than double damage. This makes the fight against the tanky Yarrow, as well as the final boss, Doomsday, much faster.
To see the save & quit trick in action, the start of the Golaking split is the best example, at least once I enter the dungeon.
I can't explain the entire speedrun in this description; a 2-hour speedrun simply has too much going on, and to top it off, many will be unfamiliar with this game to begin with. I'll probably write an online document containing my full route notes at some point, if there's enough demand.
If you have any questions about this game or about the speedrun, feel free to leave a comment! :)
Wikifang, a wiki covering Telefang: wiki.telefang.net/Wikifang
English translation patch: github.com/telefang/telefang/releases (newest version at the top)
The patch works for both the Power Version and Speed Version of the game.
I'm very happy with this run and I don't see myself bothering to improve it.
Besides shoot 'em ups, I am very fond of some JRPGs as well, and Telefang is one of them.
These speedruns are a really fun way to do them justice.
Keitai Denjuu Telefang 2 (携帯電獣テレファング2), commonly known as Telefang 2, is a monster-collecting JRPG released for the Game Boy Advance on 26 April 2002. A sequel to the first Telefang game, the game is exclusive to Japan; it was developed by Natsume and published by Smilesoft. It plays similar to Pokemon, as you fight your way through dungeons and bosses using various monsters, known as Denjuu (lit. "electric monster"). You own a special phone, called the D-Shot, which has an extra bar of reception for the Denjuu World. Each Denjuu also owns one, and you call them into battle. The D-Shot is also your in-game menu.
The strategy involves dodging as many encounters as possible, since you don't need the experience points or items from them, so they just waste time. At the start of the run, you dial Rupicola's number, a Secret Denjuu that starts out at level 30, meaning it can easily handle most early/midgame boss fights. You mainly use its Denma attack (powerful limited-use moves) to deal a lot of damage to these bosses. The limited uses can be recovered using recovery items.
If you run, wild Denjuu can spot you easily, but if you walk, their sight becomes shorter, allowing you to sneak past them. I make use of this sneaking technique very frequently. They also can't spot you during a jump, though I never make use of this in the run.
To get enough money to afford the recovery items I need to beat the game, I sell items that I don't need, which I collect from chests in the earlygame with the purpose of selling them to make money.
In the final dungeon, you have to recruit a Denjuu that is strong enough to take on the final boss. Because you dodge non-mandatory battles throughout the run, Rupicola is nowhere near strong enough to face a level 80 Diablos and level 72 Ornithogalum and Kanzou. Therefore, you recruit a level 59 Barriarm to take on the final boss, together with Ryuuguu and Bashou, who join you earlier in the run.
Why I said I got "perfect luck":
Recruiting a wild Denjuu is random, and this is why I said "perfect luck". It joined me right away. I was baffled at this luck, saving me an additional 10 minutes on top of what I had already saved. This is why I won't bother to improve; I would make it here, 2 hours in, then reset to bad luck.
I can't explain the entire speedrun in this description; a 2-hour speedrun simply has too much going on, and to top it off, many will be unfamiliar with this game to begin with. I'll probably write an online document containing my full route notes at some point, if there's enough demand.
If you have any questions about this game or about the speedrun, feel free to leave a comment! :)
Wikifang, a wiki covering Telefang: wiki.telefang.net/Wikifang
Telefang 2 documentation (JP): imasaragame.com/telefang2
Plays during the credits roll.
Original name: 幻影ヶ丘 The Phantom
Composer: Rengoku Teien (煉獄庭園)
Background artist: unknown
Source: unknown
Plays during the ending cutscene.
Original name: A Single Teardrop (たったひと雫の涙)
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: onineko
Source: unknown
Plays during the second part of the 12F cutscene after beating Eientei.
Original name: 天邪鬼住まう島-Amanojaku Sumau Sima-
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: あすとら
Source: pixiv.net/en/artworks/55041769
Plays during the first part of the 12F cutscene after beating Eientei.
Original name: bgm0040 film sound track dark
Composer: ASOBEAT
Background artist: Spark621
Source: pixiv.net/en/artworks/36896886
Plays when you lose a battle.
Original name: 瓦礫 ~GAREKI~
Composer: SHW
Background artist: Laura-chii
Source: deviantart.com/view/162197024
Plays when you win a battle.
Original name: 夏夜-Kaya-
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: 朱香
Source: pixiv.net/en/artworks/61729669
Plays for most boss battles in the postgame.
Original name: Destruction (破壊)
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: いりごま@直火焙煎
Source: pixiv.net/en/artworks/22702811
Plays when fighting a Bloodstained Seal boss on the main story floors.
Original name: Suspicion and Frustration (疑念と焦燥)
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: unknown
Source: unknown
Plays when fighting Maribel, as well as ***WINNER*** in the postgame.
Original name: Dark a Liar
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: EO-2日目西こ-23a
Source: pixiv.net/en/artworks/54121600
Plays when fighting Rinnosuke.
Original name: Ikusa JAPAN
Composer: SHW
Background artist: 会帆@2月頃まであばばば
Source: pixiv.net/en/artworks/3678959
Plays when fighting Yukari.
Original name: Call Girl
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: 九十i
Source: pixiv.net/en/artworks/26750399
Plays when fighting Eientei.
Original name: 【D】
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: 久蒼穹@お仕事募集中
Source: pixiv.net/en/artworks/97050909
Plays when fighting Youmu or Alice, as well as any battle on 30F.
Original name: Oukaba (桜華-CODE:桜樺-)
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: みえはる
Source: pixiv.net/en/artworks/47805780
Plays for most bosses in the main story.
Original name: Ariori (キャワユイそなたとアリオリハベリイマソガリ)
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: アナベル
Source: pixiv.net/en/artworks/24299262
Plays during battles from 20F to 29F.
Original name: 覇裟羅-Basara-
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: 猫水瀬
Source: pixiv.net/en/artworks/37798434
Plays during battles from 12F to 19F.
Original name: Celluloid
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: yuuki tatsuya
Source: web.archive.org/web/20170714020433/http://studiosdt.jp/bin/uki29.jpg
Plays during battles from the beginning of the game to 9F.
Original name: Rise Up Beni
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: ryosios
Source: pixiv.net/en/artworks/46304699
Plays on 20F and 30F.
Original name: Mountain Archer Unit (山岳弓師部隊)
Composer: SHW
Background artist: rokusai
Source: pixiv.net/en/artworks/99469207
Plays on 17-18F.
Original name: 覇空-Hakuu-
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: 水蚤
Source: pixiv.net/en/artworks/31491537
Plays on 14-15F and 25F.
Original name: Ottoman Empire (オスマン帝国)
Composer: Sound Company (音の社)
Background artist: No.734
Source: pixiv.net/en/artworks/35911451
Plays on 10-12F and 21F.
Original name: Ayatsuri's Red Thread (アヤツリの紅い糸)
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: 肱川_嵐
Source: pixiv.net/en/artworks/60005894
Plays on 9F, 19F and 28F.
Original name: 見えない何かに怯える夜 3rd Edition
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: もねてぃ
Source: pixiv.net/en/artworks/32882649
Plays on 8F, 16F and 23F.
Original name: 狂わば死鐘-Remake.Ver-
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: unknown
Source: unknown
Plays on 7F, 13F, 22F and 24F.
Original name: Dark Bewitching (闇妖艶)
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: ya☆
Source: pixiv.net/en/artworks/40749758
Plays on 5-6F.
Original name: Aiming for the Summit (山頂を目指して)
Composer: KMF
Background artist: 千夜QYS3
Source: pixiv.net/en/artworks/40715400
Plays on 3-4F and 29F.
Original name: I Can Hear the Earth Calling (大地の呼ぶ声が聴こえる)
Composer: KMF
Background artist: RAN
Source: pixiv.net/en/artworks/24660461
Plays on 2F and 27F.
Original name: Secret Core
Composer: KMF
Background artist: daimaou ruaeru
Source: twitter.com/ruaeru1002/status/699641586305466368 (dead link)
Plays on 1F and 26F.
Original name: Paradise City (楽園都市)
Composer: KMF
Background artist: かきすけ
Composer: pixiv.net/en/artworks/7047901
Plays in the Akyuu menu, where you can save/load files, sell equipment, and toggle the music.
Original name: City of Blue (蒼の都)
Composer: SHW
Background artist: りっくにあ
Source: pixiv.net/en/artworks/34217861
Plays in the SDM menu, where you can rearrange your team.
Original name: Manabi Country (まなびの国)
Composer: Sound Company (音の社)
Background artist: 黒乃柚子
Source: pixiv.net/en/artworks/15859648
Plays in the Library menu, where you can invest skill points.
Original name: Al Ardil (アル・アーディル)
Composer: Sound Company (音の社)
Background artist: kurione0608
Source: twitter.com/i/web/status/569860617764339713
Plays in the Shrine menu, where you can level up your characters.
Original name: Sparkling River (煌めきの河)
Composer: Rengoku Teien (煉獄庭園)
Full archive of their music: archive.org/details/rengoku-teien
Background artist: 古雪さん
Source: pixiv.net/en/artworks/60540802
Plays on the main menu.
Original name: 湖畔の村 Asian ver.
Composer: SHW
Background artist: Akyuun
Source: pixiv.net/en/artworks/92402956
Plays during the opening cutscene.
Original name: Wenkamui (ウェンカムイ)
Composer: SHW
Background artist: ryosios
Source: pixiv.net/en/artworks/23030031
Plays on the title screen.
Original name: Miyako JAPAN
Composer: SHW
Background artist: Totuka
Source: pixiv.net/en/artworks/10252349
There's no stage portion lol, just the bossfight. And yes, you really do start with 10/10 lives and bombs. 10/10
If you start the stage while holding Shift, your options will be stacked on top of each other. It might deal a bit more damage? Though it would not make sense, if so. Your shot will go back to normal once you unfocus, staying normal unless you hold Shift during a death.
You can make the hard-to-read last nonspell much easier by directing TeiShan leftwards, so some of the bubbles will go offscreen and they don't overlap nearly as much.
Spell Cards:
0:23 Magic "Rafale Virtua Fighter"
1:07 Frozen Dream "Nightmare Snow Storm"
1:45 Equilibrium "Downside Elevator"
2:27 Meditation "Dream Cold Sleep"
3:14 Homunculus "Cartesian Theater"
4:02 Quarantine "Danmaku Second Life"
4:53 Evil Cold "Winter Collage"
5:52 Mystery "Surging Polywater"
7:12 Tougenkyou "Shangri-La Panopticon"
8:51 Dream of Creation "Axion Moratorium"
I counterstopped it :)
This game uses the communication gauge from Touhou 11 (SA), which means you can graze to collect point items at max value, and the point item value (PIV) is multiplied based on graze as well. Unlike SA, however, the multiplier isn't capped at x9.99; it just keeps going. The PIV also increases more rapidly when you graze. Not only that, but this game has infinite graze as well; you seem to get about 30 graze per second per bullet. And to top it off, when you cancel a spell card or nonspell, the bullets *cancel into point items*. This is completely insane. It means you get billions and billions of points for a cancel, with point item value that high.
TL;DR: graze-based PIV + uncapped PIV multiplier + infinite graze + cancels give point items. So... yeah.
The route involves dumping bombs and lives on patterns that give a lot of graze (especially on the Stage 2 boss, where most of it happens). I still dump a significant number of resources on the Stage 4 boss as well. Stage 4 is the final stage in this game, and by far the longest and highest scoring, because of your graze being so high at that point + most of the final boss's patterns firing a ton of bullets.
I'm the first in the world to do this, for what it's worth. The only other score run that wasn't mine was an 813 billion clear by a player called Tabris, uploaded to Nicovideo. They performed it not long after the game came out, so it wasn't very optimised. I improved their route by doing much more worthwhile resource dumps and was eventually able to get this clear after a few days of playing.
If I realised how close to 400,000 graze I was near the end, I would've just hugged the bullets and gone for it. Then again, I would've risked dying.. so maybe it's for the best lol.
Stage 1 0:01 Mujina Kabuki 3:08
Stage 2 8:21 Furin Tanabata 12:10
Stage 3 17:23 Yumemi Hakutaku 20:55
Stage 4 26:26 Reshino Oshiromi 31:35
Clear 44:35
If you have any questions about this game or this run, feel free to leave a comment.
Thanks for watching!


