東方門殊銭 ~ Bubbling Imaginary Treasures Demo MarisaC Counterstop
Get the game here: https://www.bulletforge.org/u/gore/p/dong-fang-men-shu-qian-touhou-monjyusen-bubbling-imaginary-treasures-trial-version
New fangame demo released by Gorenshi. This game, just like his last work FFF, is really easy for survival, but makes for an interesting scoring system. The core of the game is the hyper gauge at the bottom left, which you can fill up to 6 times by collecting money items from enemies, grazing bullets, or from green PiV items.
The main focus of scoring this time revolves around getting PiV and multiplier. PiV is significantly harder to get this time than in FFF, and MarisaC's hyper excels at getting a lot of it. The main reason why MarisaC is so good, however, is because you tend to autocollect some of the PiV items after your hyper ends. Collecting PiV items while your hyper is active only grants you PiV, but after the hyper ends, it also refills your hyper gauge, and can do so quite substantially.
As a result, MarisaC scoring revolves around timing your hypers correctly to get as many PiV items as possible, and collecting them to get another Lv6 hyper gauge for the next section.
The other part of the scoring system is the SA-style multiplier, which goes up by x0.01 every 100 graze you get. What better way to get a ton of graze than with Shou's curvy lasers? I spent my entire life stock on Shou just to raise the multiplier, which results in the PiV effectively tripling its actual value.
The final part is how to maximize item value, since this game also features DDC's autocollect bonuses. It turns out that just by using a hyper to collect items, you will often automatically get a x9.99 bonus. This is on top of items counting as doubled when you collect them with a hyper, which makes it almost a x20 bonus on top of the graze multiplier...
You'll notice that I failed to hypercollect the Yorigami Sisters' final two patterns, as well as screwing up one hyper in Stage 2 (and a couple of accidental hits on Shou's second spell resulting in less graze). Counterstopping in this game, with this shottype, doesn't seem too difficult after all. Other shottypes don't come close to the same level as MarisaC, so it's very likely their score potentials will be much, much lower.