Fun fact: if you capture Everyone's Everlasting Danmaku in the stage itself, the post-fight dialogue is a lot different, with all the other characters showing up and Mumei realizing she actually has friends now. Omega got the bad ending here.
Are you sure? I just watched CreeptyNinja's clear of it where he did capture that spell, and comparing it with what's on the wiki, it's exactly the same ending I got. If there is another ending, I'd love to see it. Cause even looking at the translation patch, I don't see an alternate post-fight dialogue. And I did find it odd that there wasn't anything like that, considering the way everyone joins in the fight for that secret last word.
@@MegamanOmega184 I looked into it and apparently Kaguya gets a good ending but the rest of the characters don't??? I could swear that I got a bad ending as Kaguya once but my one replay of the stage has me clearing both the last words, so idk what happens if you don't. The wiki only has the good ending translated so there might not actually be a bad one. Either way I rewatched Creepy's clear and you're clearly right so I guess I'm mistaken? I got a good ending as Kaguya so I assumed the others get one too. I could've sworn I got a bad ending my first clear as Kaguya, though.
honestly, considering that to unlock kaguya for the ex stage you had to have beaten the game twice (once to unlock Kagu, one as Kagu), it's would not suprise me if there is a bit extra if you do beat the ex stage with Kaguya
@@Colamarine I think you may have imagined a "bad" ending for Kaguya, cause yeah, even looking at the dnh files for the ending, Kaguya only has the one. Side note, it seems like less of a "good ending" vs "bad ending" and more just that every character has their own idea's on how Mumei could learn to enjoy life, based on their own personal experiences Reimu suggests she'd start to learn if she joined everyone the next time the shrine had a banquet Marisa here suggests that she'd find someone/something that interests her with everything over at Kourindou Sakuya suspects she might have some reason to live if she gives her some tasks to do And with Kaguya, she suggests she become friends with the Youkai Land Buddhists, with Kaguya saying that she learned that having friends is the key to enjoying life from a "frenemy" of her own.
@@MegamanOmega184 To be honest I didn't remember the exact dialogue in each of their endings, only that Kaguya's ending has Mumei actually acting happy while in the other ones she's still depressed. Either way, my bad. Didn't mean to spread misinformation. Guess I just have shit for memory lmao
15:10 So, you know how in TLC Iesua had a rough-looking stained glass aura, and then when Tri Focuser rolled around they gave her a different stained glass aura? This spell implies that that wasn't a retcon, instead she literally threw the old one away and Mumei picked it up and turned it into a spell. The title's also a reference to one of Yato's spells from RSS, which by itself references Michel's sword from TLC. I love these games.
Also, in the next game called “Infinite Blade Pavilion”, Snow Cordie’s First Spell Card from the Extra stage of that game is a reference to Kaguya’s New Impossible Request “Red Stone of Ajar” (I think) called Easy Request “A Red Stone of Ajar I Picked Up Over There”. It’s the third one I currently know of.
Answering the question in 6:20: In MoF, Kanako is the Final Boss and the Extra Stage Mid-Boss. Edit: Yaaaay, Shattered Sky means we are closer to Servants of Harvest Wish! :D
I'm just waiting for one of these Extra bosses to use an attack called "some mint leaves that were growing over there" at this rate with how much they call back to The Last Comer.
I think another reason why Mumei's fight lags so much is that the plates are actually controlled by invisible red bullets, that get deleted and remade every frame. Idk why they did it that way. Also, if you hold down both of the User Keys on the Rainbow Selection, you can use all the colors in the Extra Stage, switching between them with both User Keys, kinda like in Megaman with the Weapon Switching. And if you keep spamming the gem switching, the game breaks horribly, which is always fun. It's great to hear that you enjoyed this game so much, I did as well, and patching it was so much fun ^^ And I hope you like this kind of quality for the patches, because I also did the patch for the next game in the kaisendo series ^^ Next up...TSS, oh boy. I wish you best of luck on this game o7
This stage is basically "EVERYONE IS HERE!", and they mean *everyone*, including Set, Nebet and even Mystia. (By the way, I can't be the only one who finds Nebet punting Set just funny as hell.) Between that and Kaguya's unlock screen looking like a Smash reveal, who wants a fighting game with Kaisendo characters now? -Brb maining Hatsuna and Ruri if they get in /s- Also Okina-Kaguya looks like a shitpost. 30:05 Gah, don't mention Kaisendo game fanart... Some characters get at least a slightly more-than-average amount of art, meanwhile I'm stuck being a Hatsuna fan (and hell, Tamako fan too), and those two get like, double-digit amounts of art. Pain incarnate. (Not to say Ruri, Himemiko and Sengo get that much art either...) So yeah, I wish sometimes it wasn't just a fangame.
A Kaisendo fighting game would be so cool. I used to fantasize about one a lot more, I think I liked to imagine Yato playing by shooting globs of metal that do little damage, but when she attacks them again they unleash much more powerful attacks. It was also fun to imagine making a fighting game character face Momohime using Seamless Ceiling.
This was a really good fangame! I love the OCs and the music and visuals were great. Like you said, very polished and had a lot of variety and character. This extra stage was really cool, too; I love that Set is severed from Mumei and you have to fight them separately at the end. Nice job on this series!!
Technically you are able to play EX-Zlabel with CrestedPeak's Ultra patch, which I just wanted to gush is one of the best fan patches I have ever seen (not that there's much competition) rather than lazily upping the bullet density like most other patches, Crested took the time and effort to modify the stages and bosses so it feels like a proper and fair rise in difficulty above lunatic. I love all of the little details strewn throughout the patch, like the ghost trail fairies in stage 4 attacking from the bottom of the screen, or how the Last Spells are now mandatory encounters. Ex-ZLabel Mumei is a serious contender for my all time favorite bosses, not just in Bullet Hell, but all genres, that's how much his work improved the experience for me. And best of all, since the patch comes with the Rainbow Gem mod, even a Normal player like me can enjoy the full thing, though you still have to work for it. I actually would have posted a video of both my Rainbow Kaguya runs if I knew the first thing about recording software. Bit of a rant there, but yeah, if you liked HSoB and wanted a little bit more out of it, definitely get the Ultra patch. You won't regret it.
And it finally ends. I finally get to read the translated dialogue for the Extra stage, since everyone else who attempted this just skipped over them, and I'm hungry to know more about how the characters speak in the Extra stage (without resorting to touhouwiki or digging into the codes =_=)! Like I never knew Mumei was aware of the time she was Set or that she became Set period; I just assumed that Set either possessed Mumei's everything, including awareness, or just picked up Mumei's empty shell of a body and used it. Really big thanks for showing this crucial part! The stage theme is like a callback to Touhou Riverbed Soul Saver's stage 4 theme, the easy-going and pleasant Sunday afternoon comedy show vibe. I love it! And almost all the bosses coming back during the stage, and during Mumei's final Z-Last Spell was awesome. Mumei only ever smiled during that particular spellcard, so despite what she said after her defeat, I still feel at that moment she truly felt she had friends. That's one lovely detail, and it's probably the true ending as well; her gaining friends in all the other birds. And butterfly. And Ranran and Chii. I think this is one of your best runs for an Extra stage, Omega; nice job! Next game... hmm, I've never played it, and only played their second game. I may just download that one and give it a go. Even if I have my reservations due to some factors in the second game that soured my experience, I still feel that game was excellent all around. If my experience with the side project I've worked on is anything to go by, it's that it's always good to have a go at the first of any series of games
I just 1cc'd this game in one try (1 hour after downloading) and finished just in time the extra stage as well (1st try) and then this video popped up , good video like always
>11:14 I should have known the Futo fan in you would have all these puns waiting in the wings... *!!!!!* Mr. Editor... we got him. _He's now making puns too._ Okay, but how much I love this stage aside, about the optimization thing. I sincerely do not understand what's the deal with the Ido games, but my computer runs them pretty damn smoothly. Got an i5-8600k processor and a Radeon RX580 graphics card, which used to be a pretty solid mid-tier setup back then. It makes me wonder exactly what is going on with the optimization that works out in some ways but doesn't in others.
6:18 Well there was Kanako in Mountain of Faith and that time Marisa was SUPPOSED to fight Goetian demons but instead fought the book who just caught them all offscreen before Marisa faced a boss that had *NOTHING* to do with the plot at all!
I feel like the boss dialogue at the start is a clear reference to Meiji, a japanese brand of sweets that became a meme in japan after their viral market tatic of asking their clients if they prefer chocolate bamboos or choco mushrooms
There is a very simple reason why FDF2 runs so well while idogames still chug. It's Danmakufu. The engine is absolutely ancient and was practically built on sticks. Just looking through the source code you can see plenty of cases of poor optimization within the engine itself. Obviously the idogames themselves don't do a great job with optimization themselves. Mumei is extremely bad for this because every single time she spawns a particle effect of some sort, they decided to use a bullet object for it. Which is really awful optimization. You can actually see this in effect when you apply the Ultra Danmakufu executable patch. (czcams.com/video/RM1TBUYCtDE/video.html) Speaking of Ultra, I'll just quickly plug the HSoB Ultra patch that I released last year. Obviously it makes the game harder, actually substantially so, but ParadoxPython also bundled his Full Rainbow gem patch along with it, which is an incredibly powerful and fun shottype to use. (www.shrinemaiden.org/forum/index.php?topic=29402.0) The sheer creativity they exhibited in this game made it such that making the Ultra patch was a ton of fun, and I had a lot of ideas for many different patterns. In the Ex stage alone I turned every single midboss spell into a more faithful (or considerably harder) replica of a pattern in the mainline games, most notably making each Chii into a Pristine Danmaku Hell ring spawnpoint. Next time... oh no. Ohhhhh noooooo. Let's just say that that game made it such that every western fangame since then stepped up their game big time.
Using a bullet object for that purpose doesn't actually seem that bad, at least on paper. From what I've learned over the years it's anything script-based in Danmakufu that slows things down, so my first guess in regards to Mumei's problems in particular are an exuberant amount of shaders being applied to things like her plates and her aura that kill the FPS (shaders are *even worse* than DNH's normal interpreter) That said, there's *something* going on with Mumei's aura and custom "enemies" (the plates, jugs, etc.) that *really* slows things down. I know you've had a more detailed look into their code than I have, so perhaps I'm wrong, but bullets being tied to effects doesn't seem like the culprit. What it *does* do is make Double Ultra really funny, though. Also yeah, peeps reading this should check out the Ultra patch for HSoB. Using my Ultra executable is mainly just for memes but the patch that Crested, Python, and the testing crew put together is actually pretty awesome. Full Rainbow gem makes it more than possible for people below Lunatic standards, I assure you lol
It definitely doesn't help that the version of Danmakufu ido's crew uses is the original ph3 and not any of the better modified versions. Granted I think this game came out before the more optimized forks , but I don't think they even know they exist so the next games aren't going to get any better. TSS next... I really wish Omega didn't decide to play TSS and SoHW in release order.
@@LushieTilde When IBP came out and still used original PH3 I died a little inside. At least Woo is fully usable with it, if nothing else. No major issues that I saw. Release order really does screw over SoHW for a while but it's pretty much how Omega's always done things. No use giving one special treatment over the other. Though that said...hoo boy...this is going to be a trip.
@@WishMakers Tbh it kind of bothers me because the accidental PoIB skip (which is an understandable mistake and nobody wanted to see PoIB anyway) I felt like was a perfect opportunity to just ditch playing games in release order. It really only mattered for Trifocuser and Len'en honestly, otherwise most fangames are completely disconnected from each other. Of course that's purely my own opinion, Omega should do whatever he wants/thinks is the best. I just personally don't see the point of 9 weeks of a very mediocre newbie game (no offense Eredom) in order to see the fangame everyone actually wanted to vote for in the first place, the extremely improved SoHW (which is basically one of the best fangames out there). It just feels like a waste of uploads to me (it's also going to delay EUB, my absolute favorite). EIoS is also locked behind a very not Touhou game as well that most people haven't even heard of (and those that have only because Creepy uploads really obscure games).
@@LushieTilde I just think it's really important to showcase where a game dev has come from, and how they've improved over the years. Plus, that's how I've always played games on this channel, so I try to keep it uniform in that sense. Also, important to consider that TSS & SoHW _are_ connected the same way you mention Len'en games and the ido/Oyasu games are, what with SoHW being a direct sequel. I mean, hell there's even a few returning characters, with the Stage 5 boss of TSS even becoming a playable character in SoHW (which, to be fair is easy to miss because _dear god_ did SoHW get an art upgrade)
Another great Kaisendo game. It's really hard for me to choose if I prefer this over BoSM, but there's that. Voting for Realizzando again in hope of Avant-Garde Discerning Paralleler (which I still think should be stand alone choice in this because other than developer it has nothing in common with each other, but oh well). Looking forward to the next game. I expect good memes about artwork and for its sequel to easily win the next voting.
Abouuuut that, check the Patreon page. SoHW is indeed right after TSS. (though Omega's most likely going to play 17.5 and 18 in the main series before SoHW can get its chance, ouch)
Final bosses being extra midbosses is extremely commonplace, actually. Kanako, Mikoto, Fuma... how did Omega forget Fuma? But anyway, this stage. I love this stage. Admittedly I've got my gripes with the difficulty, because while I appreciate the Easy Extra option, the normal Extra already seems easier than normal - not HSiFS Extra's level of Easy, but it definitely makes me wonder why Z-Label was scrapped. Oh well, at least we got mods... Back to the stage. The Rainbow gem gimmick in this stage is fantastic, it takes the already-great gem system to a whole new level of customisability. Seriously, I counted, and there are a total of 176 character-gem combinations. Not to mention having the ability to switch actually gives players a reason to use otherwise-finicky gems like orange and green. I love how this stage brings us to the previous locations in the game and puts its own spin on it every time. Sure, it might come off as lazy, but I think it's only fitting considering the locations. Midbosses are also great, especially with how they reference main-series final bosses -(which I totally didn't take until Horou to catch onto)- . The original portion of the stage is also fantastic, the reds and oranges along with the fire suit perfectly for the ceramic vibe. The section where you dive down with your shots fire backwards is also ingenious, especially with how the background music fades to nothing as you get further from your surface. (Also I think this is the only proper HSiFS reference in this game... weird how you'd only go with one, seeing how BoSM took so many cues from LoLK) Now onto Mumei. I love her fight, she's easily my favourite boss in the game. For starters her theme is great, her design, concept and relation to a previous boss really make her stand out, and her patterns are all good as well. The nonspells are definitely the highlight for me with the plates, pots and all that - and while they can be destroyed, unlike Shiran the spells are actually balanced around you destroying the stuff before it gets too close. As for the spells... I can't name one favourite among the crowd, so you're getting a list. Favourites are Blue Seiji White Dragon (great Yu-Gi-Oh reference, and the particular routing fits well for an early Extra boss spell), A Saint's Stained Glass (I'm amazed by those lasers), Ceramic Blade (IDK I just like the dodging method), Sunset Blast (love the pattern and aesthetics, also I'm pretty sure because of the name that Set reposessed Mumei... get it? Sun-SET Blast?), General Set Returns (a fantastic callback to an entire boss fight, the obelisk phase being the highlight) and Everyone's Everlasting Danmaku (as if this game's cast hasn't re-appeared enough, but I think that's great for them, since we probably won't see more of them unless Trifocuser 2 happens). ...so that puts an end to Hollow Song of Birds. Wait, already? Omega's played so many games that took him longer than seven weeks that it's suddenly so weird that he's playing a game with the correct length. But hey, I don't mind, if anything I prefer it because it's getting through the games quicker. Now, my own final thoughts on this game... personally I don't think it quite holds the same crown as BoSM and Trifocuser - the bosses and some of their themes aren't that great, lag is a common sight, it drags on for ages and the story is garbage outside of the truly heartwarming Extra. Besides that I think this game is great, it's got fantastic and dynamic stages, a brilliant gem system and a massive amount of polish. (Also something I definitely haven't mentioned before, back in 2019 I actually thought this game was LoLK-hard... yeah, I blame Lunatic Set for tainting my view. Nowadays I'd say average difficulty.) And the next game... ah, geeze, not this game... it's the only thing between you and the big fan favourite, though, so we might as well get it over with.
You can still select the secret white and black gems for the extra stage instead of selecting two normal gems to swap between. Because the normal bomb becoming your counter-incantation is part of the rainbow gem's effect, they'll still have their generic circular bombs. Something else worth noting about those gems is how their bombs don't make the crystal pickups provide more points. This isn't a problem when attempting to clear the extra stage because the extend points values are rebalanced for your lower scoring potential - you can still get them all safely. Even though this happens in the main game too, I think the balance there is tilted in such a way that getting scoring extends is harder, which makes getting a clear harder than weaker attacks alone would. That dying twice on one attack gets you no further away from unlocking the last spell than dying once is relevant to people who use bombs. You can take advantage of it by playing the rest of an attack you die on without bombs, even if that means dying again, to save them for later attacks. This ensures you exit the attack with as many bombs as possible, making later mistakes less lethal. Lag is definitely this game's biggest weakness. I considered using the orange gem, but decided against it when I learned that it caused the game to lag despite me disabling all of the game's VFX, down to making the background static.
I personally think Kaguya has easiest time here because she can shotgun the majority of the attacks in the stage. I'm going to list the attacks that can't be shotgunned safely: - "Amitabha's Elixir" (Shotgunnable, but it isn't safe) - Broom Tree "Spilled Water Returns Not to the Tray" (Shotgunnable, but it isn't safe) - Wind in Pines "Pineapple Bomber" - 7th nonspell (Between Flares "Yamataic Maneuver" and Autumn Typhoon "Ceramic Blade" ) - Yuugao "Sunset Blast" - "The First and Last of Mumei's Danmaku" - "Everyone's Everlasting Danmaku" (Might be safely shotgunnable but I can't say for sure because I haven't faced it myself.) That's a small list compared to the list of attacks in the stage.
If you time out "Amitabha's Elixir", it doesn't drop an extend. I know this because it happened to me the first time I faced the card using Kaguya Black. To prevent this from happening in later attempts, I began the attack inside the ring of orbs to deal shotgun damage. When the orbs got close enough to potentially crush me, I used a bomb to escape downwards. It's possible to slip through them without a bomb, but I found the strategy too risky to stake bombs on. Despite sightread capturing her survival spell, I lost two lives to it on my successful black gem clear. This was going to be a single, lengthy comment, but CZcams kept dropping later parts of the full comment for no discernible reason.
It's not really just the tentacle things that's slowing it down, it's the plates too. They're already rendered broken up, they only split after each plate hits 0 hp. You can tell if you look really closely. Not to mention, the breaking of these ceramic familiars isn't a sprite animation, but a particle animation. The game is constantly calculating how these plates break, and free-transforms each shard individually to match when it actually does break. No wonder it's chugging, they're trying so hard to make those plates break realistically the frame rate is suffering for it.
Really? This game remains at 60fps for you? Then I guess Woo is really doing its job... Most people even with Woo can't maintain 60fps in the *main* game and Mumei just amplifies this further. This game was definitely not meant for people with simply ok computers lol Also re: has the final boss ever been the midboss for the extra stage @maskedbeex it's less common than I thought it was but Kanako in Mountain of Faith did it
Have you tried out fairies of sorcery yet? From what I heard its a hard touhou game. The extra boss theme doesnt sound like what youd expect from a touhou game but it does make it feel like youre fighting someone whos not holding back anymore
Might I answer that this, my friend, is the name of Mumei's rival? Be it that she's not a boss in the game, she exists (as stated in the story files and Aya's excerpts, I believe).
I said "Aya's excerpts". I didn't say Aya herself. Of course, she isn't in the game, but her tips are. I think Omega showed Aya's tips that told of Mumei and (the) Karatsu (general) in the staff roll part of the final boss video.
@@lunatic0verlord10 Aya _is_ kinda in the game. If you pause the game in the Extra stage, there's a little excerpt written by Aya that you can read, talking about the Mumei. I put it in the ending of my last video to help people better understand what's going on here (and honestly, I feel it answers all your questions). Especially since normally that's where I'd put the Extra Story, but said story was only 2 lines long.
Seto posseses a Seto who used another Seto's signature dragons against a Dark Magician
Fun fact: if you capture Everyone's Everlasting Danmaku in the stage itself, the post-fight dialogue is a lot different, with all the other characters showing up and Mumei realizing she actually has friends now. Omega got the bad ending here.
Are you sure? I just watched CreeptyNinja's clear of it where he did capture that spell, and comparing it with what's on the wiki, it's exactly the same ending I got.
If there is another ending, I'd love to see it. Cause even looking at the translation patch, I don't see an alternate post-fight dialogue. And I did find it odd that there wasn't anything like that, considering the way everyone joins in the fight for that secret last word.
@@MegamanOmega184 I looked into it and apparently Kaguya gets a good ending but the rest of the characters don't??? I could swear that I got a bad ending as Kaguya once but my one replay of the stage has me clearing both the last words, so idk what happens if you don't. The wiki only has the good ending translated so there might not actually be a bad one.
Either way I rewatched Creepy's clear and you're clearly right so I guess I'm mistaken? I got a good ending as Kaguya so I assumed the others get one too. I could've sworn I got a bad ending my first clear as Kaguya, though.
honestly, considering that to unlock kaguya for the ex stage you had to have beaten the game twice (once to unlock Kagu, one as Kagu), it's would not suprise me if there is a bit extra if you do beat the ex stage with Kaguya
@@Colamarine I think you may have imagined a "bad" ending for Kaguya, cause yeah, even looking at the dnh files for the ending, Kaguya only has the one.
Side note, it seems like less of a "good ending" vs "bad ending" and more just that every character has their own idea's on how Mumei could learn to enjoy life, based on their own personal experiences
Reimu suggests she'd start to learn if she joined everyone the next time the shrine had a banquet
Marisa here suggests that she'd find someone/something that interests her with everything over at Kourindou
Sakuya suspects she might have some reason to live if she gives her some tasks to do
And with Kaguya, she suggests she become friends with the Youkai Land Buddhists, with Kaguya saying that she learned that having friends is the key to enjoying life from a "frenemy" of her own.
@@MegamanOmega184 To be honest I didn't remember the exact dialogue in each of their endings, only that Kaguya's ending has Mumei actually acting happy while in the other ones she's still depressed. Either way, my bad. Didn't mean to spread misinformation. Guess I just have shit for memory lmao
15:10 So, you know how in TLC Iesua had a rough-looking stained glass aura, and then when Tri Focuser rolled around they gave her a different stained glass aura? This spell implies that that wasn't a retcon, instead she literally threw the old one away and Mumei picked it up and turned it into a spell. The title's also a reference to one of Yato's spells from RSS, which by itself references Michel's sword from TLC.
I love these games.
Ido's characters tend to pick up other people's crap a lot huh? Cause I recall Mitama also "borrowed" Nue's bow at some point.
@@winterdragon2004 And then later she "borrowed" Shelia's bow as well in Tri Focuser...
Also, in the next game called “Infinite Blade Pavilion”, Snow Cordie’s First Spell Card from the Extra stage of that game is a reference to Kaguya’s New Impossible Request “Red Stone of Ajar” (I think) called Easy Request “A Red Stone of Ajar I Picked Up Over There”. It’s the third one I currently know of.
Kanako is the midboss in MoF's extra stage, though I think that's the only example (not counting len'en of course.)
Could be different but if you believe in the rumor that Touhou 4 Extra's Light Orb is Yuuka, then that could kinda be an example too
@@syoudre7769 Speaking of the possibly Nue ball, though, Nue is an example of the exact opposite kind of situation.
Answering the question in 6:20:
In MoF, Kanako is the Final Boss and the Extra Stage Mid-Boss.
Edit: Yaaaay, Shattered Sky means we are closer to Servants of Harvest Wish! :D
I'm just waiting for one of these Extra bosses to use an attack called "some mint leaves that were growing over there" at this rate with how much they call back to The Last Comer.
The one with a jazzy Extra Boss theme.
I think another reason why Mumei's fight lags so much is that the plates are actually controlled by invisible red bullets, that get deleted and remade every frame. Idk why they did it that way.
Also, if you hold down both of the User Keys on the Rainbow Selection, you can use all the colors in the Extra Stage, switching between them with both User Keys, kinda like in Megaman with the Weapon Switching.
And if you keep spamming the gem switching, the game breaks horribly, which is always fun.
It's great to hear that you enjoyed this game so much, I did as well, and patching it was so much fun ^^
And I hope you like this kind of quality for the patches, because I also did the patch for the next game in the kaisendo series ^^
Next up...TSS, oh boy. I wish you best of luck on this game o7
You... You can do that all the colors thing? I never actually knew that, what keys do I need to input?
Why on earth would they delete the bullets?? Just move them around??
This stage is basically "EVERYONE IS HERE!", and they mean *everyone*, including Set, Nebet and even Mystia. (By the way, I can't be the only one who finds Nebet punting Set just funny as hell.) Between that and Kaguya's unlock screen looking like a Smash reveal, who wants a fighting game with Kaisendo characters now? -Brb maining Hatsuna and Ruri if they get in /s-
Also Okina-Kaguya looks like a shitpost.
30:05 Gah, don't mention Kaisendo game fanart... Some characters get at least a slightly more-than-average amount of art, meanwhile I'm stuck being a Hatsuna fan (and hell, Tamako fan too), and those two get like, double-digit amounts of art. Pain incarnate. (Not to say Ruri, Himemiko and Sengo get that much art either...) So yeah, I wish sometimes it wasn't just a fangame.
As a fan of Iesua, it was painful of seeing so little fanart of her a few years ago.
But nowadays she seems to get a little bit more.
A Kaisendo fighting game would be so cool. I used to fantasize about one a lot more, I think I liked to imagine Yato playing by shooting globs of metal that do little damage, but when she attacks them again they unleash much more powerful attacks. It was also fun to imagine making a fighting game character face Momohime using Seamless Ceiling.
15:12 This here represents perfectly everything great about these games.
The Shattered Sky? What, are we Mobius One now?
This really was a fantastic game, I loved every bit of the presentation.
I wanna see Glory of Deep Skies win the poll sometime soon, it's so... SO good
This was a really good fangame! I love the OCs and the music and visuals were great. Like you said, very polished and had a lot of variety and character. This extra stage was really cool, too; I love that Set is severed from Mumei and you have to fight them separately at the end. Nice job on this series!!
31:15
Oh boy, time to see a shattered sky next week.
I'm actually excited to see Dreamcatcher Touhou games.
Technically you are able to play EX-Zlabel with CrestedPeak's Ultra patch, which I just wanted to gush is one of the best fan patches I have ever seen (not that there's much competition) rather than lazily upping the bullet density like most other patches, Crested took the time and effort to modify the stages and bosses so it feels like a proper and fair rise in difficulty above lunatic. I love all of the little details strewn throughout the patch, like the ghost trail fairies in stage 4 attacking from the bottom of the screen, or how the Last Spells are now mandatory encounters. Ex-ZLabel Mumei is a serious contender for my all time favorite bosses, not just in Bullet Hell, but all genres, that's how much his work improved the experience for me. And best of all, since the patch comes with the Rainbow Gem mod, even a Normal player like me can enjoy the full thing, though you still have to work for it. I actually would have posted a video of both my Rainbow Kaguya runs if I knew the first thing about recording software.
Bit of a rant there, but yeah, if you liked HSoB and wanted a little bit more out of it, definitely get the Ultra patch. You won't regret it.
And it finally ends. I finally get to read the translated dialogue for the Extra stage, since everyone else who attempted this just skipped over them, and I'm hungry to know more about how the characters speak in the Extra stage (without resorting to touhouwiki or digging into the codes =_=)! Like I never knew Mumei was aware of the time she was Set or that she became Set period; I just assumed that Set either possessed Mumei's everything, including awareness, or just picked up Mumei's empty shell of a body and used it. Really big thanks for showing this crucial part!
The stage theme is like a callback to Touhou Riverbed Soul Saver's stage 4 theme, the easy-going and pleasant Sunday afternoon comedy show vibe. I love it! And almost all the bosses coming back during the stage, and during Mumei's final Z-Last Spell was awesome. Mumei only ever smiled during that particular spellcard, so despite what she said after her defeat, I still feel at that moment she truly felt she had friends. That's one lovely detail, and it's probably the true ending as well; her gaining friends in all the other birds. And butterfly. And Ranran and Chii.
I think this is one of your best runs for an Extra stage, Omega; nice job!
Next game... hmm, I've never played it, and only played their second game. I may just download that one and give it a go. Even if I have my reservations due to some factors in the second game that soured my experience, I still feel that game was excellent all around. If my experience with the side project I've worked on is anything to go by, it's that it's always good to have a go at the first of any series of games
Love this extra, so much! Very fun and such good music!
We're finally doing it, huh? Can't wait to see your toughts on TSS.
I just 1cc'd this game in one try (1 hour after downloading) and finished just in time the extra stage as well (1st try) and then this video popped up , good video like always
>11:14 I should have known the Futo fan in you would have all these puns waiting in the wings...
*!!!!!*
Mr. Editor... we got him. _He's now making puns too._
Okay, but how much I love this stage aside, about the optimization thing. I sincerely do not understand what's the deal with the Ido games, but my computer runs them pretty damn smoothly. Got an i5-8600k processor and a Radeon RX580 graphics card, which used to be a pretty solid mid-tier setup back then. It makes me wonder exactly what is going on with the optimization that works out in some ways but doesn't in others.
6:18 Well there was Kanako in Mountain of Faith and that time Marisa was SUPPOSED to fight Goetian demons but instead fought the book who just caught them all offscreen before Marisa faced a boss that had *NOTHING* to do with the plot at all!
I'm suprised Mystia didn't show up considering the title lol
Girl’s are now playing.
I feel like the boss dialogue at the start is a clear reference to Meiji, a japanese brand of sweets that became a meme in japan after their viral market tatic of asking their clients if they prefer chocolate bamboos or choco mushrooms
There is a very simple reason why FDF2 runs so well while idogames still chug.
It's Danmakufu.
The engine is absolutely ancient and was practically built on sticks. Just looking through the source code you can see plenty of cases of poor optimization within the engine itself.
Obviously the idogames themselves don't do a great job with optimization themselves. Mumei is extremely bad for this because every single time she spawns a particle effect of some sort, they decided to use a bullet object for it. Which is really awful optimization. You can actually see this in effect when you apply the Ultra Danmakufu executable patch. (czcams.com/video/RM1TBUYCtDE/video.html)
Speaking of Ultra, I'll just quickly plug the HSoB Ultra patch that I released last year. Obviously it makes the game harder, actually substantially so, but ParadoxPython also bundled his Full Rainbow gem patch along with it, which is an incredibly powerful and fun shottype to use. (www.shrinemaiden.org/forum/index.php?topic=29402.0)
The sheer creativity they exhibited in this game made it such that making the Ultra patch was a ton of fun, and I had a lot of ideas for many different patterns. In the Ex stage alone I turned every single midboss spell into a more faithful (or considerably harder) replica of a pattern in the mainline games, most notably making each Chii into a Pristine Danmaku Hell ring spawnpoint.
Next time... oh no. Ohhhhh noooooo.
Let's just say that that game made it such that every western fangame since then stepped up their game big time.
Using a bullet object for that purpose doesn't actually seem that bad, at least on paper.
From what I've learned over the years it's anything script-based in Danmakufu that slows things down, so my first guess in regards to Mumei's problems in particular are an exuberant amount of shaders being applied to things like her plates and her aura that kill the FPS (shaders are *even worse* than DNH's normal interpreter)
That said, there's *something* going on with Mumei's aura and custom "enemies" (the plates, jugs, etc.) that *really* slows things down. I know you've had a more detailed look into their code than I have, so perhaps I'm wrong, but bullets being tied to effects doesn't seem like the culprit. What it *does* do is make Double Ultra really funny, though.
Also yeah, peeps reading this should check out the Ultra patch for HSoB. Using my Ultra executable is mainly just for memes but the patch that Crested, Python, and the testing crew put together is actually pretty awesome. Full Rainbow gem makes it more than possible for people below Lunatic standards, I assure you lol
It definitely doesn't help that the version of Danmakufu ido's crew uses is the original ph3 and not any of the better modified versions. Granted I think this game came out before the more optimized forks , but I don't think they even know they exist so the next games aren't going to get any better.
TSS next... I really wish Omega didn't decide to play TSS and SoHW in release order.
@@LushieTilde When IBP came out and still used original PH3 I died a little inside. At least Woo is fully usable with it, if nothing else. No major issues that I saw.
Release order really does screw over SoHW for a while but it's pretty much how Omega's always done things. No use giving one special treatment over the other. Though that said...hoo boy...this is going to be a trip.
@@WishMakers Tbh it kind of bothers me because the accidental PoIB skip (which is an understandable mistake and nobody wanted to see PoIB anyway) I felt like was a perfect opportunity to just ditch playing games in release order. It really only mattered for Trifocuser and Len'en honestly, otherwise most fangames are completely disconnected from each other.
Of course that's purely my own opinion, Omega should do whatever he wants/thinks is the best. I just personally don't see the point of 9 weeks of a very mediocre newbie game (no offense Eredom) in order to see the fangame everyone actually wanted to vote for in the first place, the extremely improved SoHW (which is basically one of the best fangames out there). It just feels like a waste of uploads to me (it's also going to delay EUB, my absolute favorite).
EIoS is also locked behind a very not Touhou game as well that most people haven't even heard of (and those that have only because Creepy uploads really obscure games).
@@LushieTilde I just think it's really important to showcase where a game dev has come from, and how they've improved over the years. Plus, that's how I've always played games on this channel, so I try to keep it uniform in that sense.
Also, important to consider that TSS & SoHW _are_ connected the same way you mention Len'en games and the ido/Oyasu games are, what with SoHW being a direct sequel. I mean, hell there's even a few returning characters, with the Stage 5 boss of TSS even becoming a playable character in SoHW (which, to be fair is easy to miss because _dear god_ did SoHW get an art upgrade)
So that game's next on the list.
Strap in, fellas. We're going straight to the skies.
where the fuck i came to this channel omg im confused how do i find this channel idk what i will do with this channel actually idk but content is 😳
6:17 Kanoko
Another great Kaisendo game. It's really hard for me to choose if I prefer this over BoSM, but there's that.
Voting for Realizzando again in hope of Avant-Garde Discerning Paralleler (which I still think should be stand alone choice in this because other than developer it has nothing in common with each other, but oh well).
Looking forward to the next game. I expect good memes about artwork and for its sequel to easily win the next voting.
Abouuuut that, check the Patreon page. SoHW is indeed right after TSS. (though Omega's most likely going to play 17.5 and 18 in the main series before SoHW can get its chance, ouch)
I love the midboss spell plagiarism
very good callback
Final bosses being extra midbosses is extremely commonplace, actually. Kanako, Mikoto, Fuma... how did Omega forget Fuma?
But anyway, this stage. I love this stage. Admittedly I've got my gripes with the difficulty, because while I appreciate the Easy Extra option, the normal Extra already seems easier than normal - not HSiFS Extra's level of Easy, but it definitely makes me wonder why Z-Label was scrapped. Oh well, at least we got mods...
Back to the stage. The Rainbow gem gimmick in this stage is fantastic, it takes the already-great gem system to a whole new level of customisability. Seriously, I counted, and there are a total of 176 character-gem combinations. Not to mention having the ability to switch actually gives players a reason to use otherwise-finicky gems like orange and green.
I love how this stage brings us to the previous locations in the game and puts its own spin on it every time. Sure, it might come off as lazy, but I think it's only fitting considering the locations. Midbosses are also great, especially with how they reference main-series final bosses -(which I totally didn't take until Horou to catch onto)- .
The original portion of the stage is also fantastic, the reds and oranges along with the fire suit perfectly for the ceramic vibe. The section where you dive down with your shots fire backwards is also ingenious, especially with how the background music fades to nothing as you get further from your surface. (Also I think this is the only proper HSiFS reference in this game... weird how you'd only go with one, seeing how BoSM took so many cues from LoLK)
Now onto Mumei. I love her fight, she's easily my favourite boss in the game. For starters her theme is great, her design, concept and relation to a previous boss really make her stand out, and her patterns are all good as well. The nonspells are definitely the highlight for me with the plates, pots and all that - and while they can be destroyed, unlike Shiran the spells are actually balanced around you destroying the stuff before it gets too close.
As for the spells... I can't name one favourite among the crowd, so you're getting a list. Favourites are Blue Seiji White Dragon (great Yu-Gi-Oh reference, and the particular routing fits well for an early Extra boss spell), A Saint's Stained Glass (I'm amazed by those lasers), Ceramic Blade (IDK I just like the dodging method), Sunset Blast (love the pattern and aesthetics, also I'm pretty sure because of the name that Set reposessed Mumei... get it? Sun-SET Blast?), General Set Returns (a fantastic callback to an entire boss fight, the obelisk phase being the highlight) and Everyone's Everlasting Danmaku (as if this game's cast hasn't re-appeared enough, but I think that's great for them, since we probably won't see more of them unless Trifocuser 2 happens).
...so that puts an end to Hollow Song of Birds. Wait, already? Omega's played so many games that took him longer than seven weeks that it's suddenly so weird that he's playing a game with the correct length. But hey, I don't mind, if anything I prefer it because it's getting through the games quicker.
Now, my own final thoughts on this game... personally I don't think it quite holds the same crown as BoSM and Trifocuser - the bosses and some of their themes aren't that great, lag is a common sight, it drags on for ages and the story is garbage outside of the truly heartwarming Extra. Besides that I think this game is great, it's got fantastic and dynamic stages, a brilliant gem system and a massive amount of polish.
(Also something I definitely haven't mentioned before, back in 2019 I actually thought this game was LoLK-hard... yeah, I blame Lunatic Set for tainting my view. Nowadays I'd say average difficulty.)
And the next game... ah, geeze, not this game... it's the only thing between you and the big fan favourite, though, so we might as well get it over with.
21:33 *SHE'S GOING AGAINST THE RULES AGAIN!!!*
yuuka was the midboss of lotus land story extra if you think she's the ball of light
It’s Time to boss fight
The best fanmade extra is here.
You can still select the secret white and black gems for the extra stage instead of selecting two normal gems to swap between. Because the normal bomb becoming your counter-incantation is part of the rainbow gem's effect, they'll still have their generic circular bombs.
Something else worth noting about those gems is how their bombs don't make the crystal pickups provide more points. This isn't a problem when attempting to clear the extra stage because the extend points values are rebalanced for your lower scoring potential - you can still get them all safely. Even though this happens in the main game too, I think the balance there is tilted in such a way that getting scoring extends is harder, which makes getting a clear harder than weaker attacks alone would.
That dying twice on one attack gets you no further away from unlocking the last spell than dying once is relevant to people who use bombs. You can take advantage of it by playing the rest of an attack you die on without bombs, even if that means dying again, to save them for later attacks. This ensures you exit the attack with as many bombs as possible, making later mistakes less lethal.
Lag is definitely this game's biggest weakness. I considered using the orange gem, but decided against it when I learned that it caused the game to lag despite me disabling all of the game's VFX, down to making the background static.
I personally think Kaguya has easiest time here because she can shotgun the majority of the attacks in the stage. I'm going to list the attacks that can't be shotgunned safely:
- "Amitabha's Elixir" (Shotgunnable, but it isn't safe)
- Broom Tree "Spilled Water Returns Not to the Tray" (Shotgunnable, but it isn't safe)
- Wind in Pines "Pineapple Bomber"
- 7th nonspell (Between Flares "Yamataic Maneuver" and Autumn Typhoon "Ceramic Blade" )
- Yuugao "Sunset Blast"
- "The First and Last of Mumei's Danmaku"
- "Everyone's Everlasting Danmaku" (Might be safely shotgunnable but I can't say for sure because I haven't faced it myself.)
That's a small list compared to the list of attacks in the stage.
If you time out "Amitabha's Elixir", it doesn't drop an extend. I know this because it happened to me the first time I faced the card using Kaguya Black. To prevent this from happening in later attempts, I began the attack inside the ring of orbs to deal shotgun damage. When the orbs got close enough to potentially crush me, I used a bomb to escape downwards. It's possible to slip through them without a bomb, but I found the strategy too risky to stake bombs on.
Despite sightread capturing her survival spell, I lost two lives to it on my successful black gem clear.
This was going to be a single, lengthy comment, but CZcams kept dropping later parts of the full comment for no discernible reason.
The average FPS listed on the replay of my clear of this extra stage is barely over 40.
It's not really just the tentacle things that's slowing it down, it's the plates too. They're already rendered broken up, they only split after each plate hits 0 hp. You can tell if you look really closely.
Not to mention, the breaking of these ceramic familiars isn't a sprite animation, but a particle animation. The game is constantly calculating how these plates break, and free-transforms each shard individually to match when it actually does break.
No wonder it's chugging, they're trying so hard to make those plates break realistically the frame rate is suffering for it.
Well that was a fun ride~
HELL YES LET'S GO
MUMEI
Really? This game remains at 60fps for you? Then I guess Woo is really doing its job...
Most people even with Woo can't maintain 60fps in the *main* game and Mumei just amplifies this further. This game was definitely not meant for people with simply ok computers lol
Also re: has the final boss ever been the midboss for the extra stage
@maskedbeex it's less common than I thought it was but Kanako in Mountain of Faith did it
Have you tried out fairies of sorcery yet? From what I heard its a hard touhou game. The extra boss theme doesnt sound like what youd expect from a touhou game but it does make it feel like youre fighting someone whos not holding back anymore
You can see it as an option on the fangame poll in the description. I'll play it on the channel once it wins the poll.
Answering this question at 23:12
That's Karatsu?! The red one??
9:36 _They'll never see it comiiiing_
Didn't Fuma show up in the BoSM Extra?
11:13 Such a shame that Futo herself isn't playable in this game...
She'd have a field's day with Mumei.
21:14 Spear Hand...twitches.
Is it just me, or does the music from 11:38 sound similar to the first "verse" of Plastic Adventure (by MusMus)?
12:19 Wait! Did she just summon three dragons in one Spell Card?!
That's against the rules!
Half of my game is in japanese and the other half in english f
Oh cool! The Shattered Sky. Probably has some of the worst artwork,. but damn if it doesn't have a cool concept.
And so many extras.
12:40 how the hell did you survive that?
23:10 Now she's REALLY ripping off Guan Yu!
19:15 Oh god! She's ripping off Guan Yu!
Btw, is Avidya a level in Buddhist Hell?
Because I remember WaHH's climax taking place in Avici, the last level of Buddhist Hell.
en.wikipedia.org/wiki/Avidy%C4%81_(Buddhism)
17:39 Stop ripping off the two Haniwa Stage 5 Bosses!
10:32 So Set was possessing someone Mumei?
17:59 Is this Parapa the Rapper?
12:12 Is this a Yu-Gi-Oh reference?
23:12 Who the hell is Karatsu? She's not from that game.
Might I answer that this, my friend, is the name of Mumei's rival? Be it that she's not a boss in the game, she exists (as stated in the story files and Aya's excerpts, I believe).
@@prismus6520 Aya's not in this game.
I said "Aya's excerpts". I didn't say Aya herself. Of course, she isn't in the game, but her tips are.
I think Omega showed Aya's tips that told of Mumei and (the) Karatsu (general) in the staff roll part of the final boss video.
@@prismus6520 And who is Karatsu in the end?
@@lunatic0verlord10 Aya _is_ kinda in the game. If you pause the game in the Extra stage, there's a little excerpt written by Aya that you can read, talking about the Mumei.
I put it in the ending of my last video to help people better understand what's going on here (and honestly, I feel it answers all your questions). Especially since normally that's where I'd put the Extra Story, but said story was only 2 lines long.
Third