東方神霊廟 〜 Ten Desires - Reimu Lunatic 1CC

東方神霊廟 〜 Ten Desires - Reimu Lunatic 1CC

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Published on ● Video Link: https://www.youtube.com/watch?v=1pDr1t-Mm7Q



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Replay: http://replay.lunarcast.net/replay/th13_ud0944.rpy


Second Lunatic 1CC within two days, wtf.


Much like HSiFS, Ten Desires is a 4-button game. With a full Spirit Trance gauge, you can press C to enable a 10-seconds long Hyper mode, during which you are invincible and all spirits you collect are worth more. Most notably, Bomb and Life spirits give you 2 fragments instead of one, so planning trances into your route is very important for resource management. Sometimes it's even worth it to suicide to activate a short trance during which you can collect resource spirits at double value.


None of the stage portions are particularly brutal, but the game compensates for that by being very stingy with resources. Every Extend requires more life pieces than the previous, which makes unplanned deaths hurt a lot - you waste not only your bomb stock, but also your entire trance gauge, which may mean you can't collect some resource spirits at double value.


Regarding the bosses: Yuyuko is very easy, and then Kyoko is absurdly difficult. The nonspells are absolute killers and the spells aren't much better. To look remotely good at this boss, be prepared to put in a lot of practice.
Yoshika is overall not a big threat, although the nonspells can get very dangerous. However, her final spell, "Score Desire Eater", is ridiculously difficult to capture on Lunatic. On 1CC pace, you want to time it out or trance it to death. I didn't fill up the trance meter in time here, so I decided to try and push through one wave to get it filled. You can see how that worked out. ^^
The stage 4 boss, Seiga, is the hardest fight in the game. The first nonspell and spell are the only parts that aren't super dangerous; everything else is a bomb/trance dump. Not worth taking any risks.
Futo is overall very doable, the first spell is a dangerous RNG fest though. My strategy here is to dodge the initial wave, then follow the second sweep to the right, then bomb, then kill it once it's back on screen. Sometimes you need to bomb the first wave, though, which is fine too.
Second non is dangerous too, you need to do some tight dodges.
The other spells are all not too big a problem, but I was getting nerveous.



Stage 6 is usually where you really capitalize on the Point Item value you've accumulated over the first 5 stages, since the spirit train fairies are worth a whole ton of score - but for 1CC, you want to kil them ASAP, because stalling them means having to do CAVE-style streaming for uncomfortable amounts of time. The fairy trains in the final section carry bomb and life spirits at the end though, so you definitely want to trance there to stock up for Miko.


Miko is not a terribly hard boss, but as is often the case in stage 6, nerveousness can break a good run apart very quickly. Her first and penultimate spell are also very random, and getting nasty RNG (as in, forced bomb, trance or death) is quite common. The penultimate in particular is the hardest spell in the game by a long shot, since even very good reflexes are not guaranteed to save you if you get bad RNG. I got INSANELY good RNG in this run and still managed to mess up a dodge. :P







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