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Replay: score.royalflare.net/th17/repl...
Player: Minogame
Game: Wily Beast and Weakest Creature
Condition: No Deaths | No Bombs | No Animal Hypers | No Hyper Breaks
Difficulty: Lunatic
Wow. The first Touhou game with four Ns for a survival perfect condition! I was wanting to get this done before 2019 finished. Though it did take until December due to me just taking a 2 month hiatus from the grind. We did manage it in the nick of time.
There's a lot to unpack here. So I'm going to talk about the system first. When this game was first released, survival players were thrown into peril as we weren't sure how the hell we'd define LNN(N). Eventually we settled on the most reasonable definition, which was. No Deaths and No Bombs (of course). No getting hit during hypers (resulting in a border break like phenomenon). The fourth condition is that since it's virtually impossible to avoid getting a hyper at some point, you ARE allowed to get them, but they cannot be an animal hyper. Meaning, you can't have three of the same animal tokens in one hyper activation. Since the neutral hyper gives basically no survival benefits, you can't cheese anything with it.
The game itself is very memorization based. It's a blessing, because it means you can get lots of consistency in this game. And in fact, I'd even recommend this game as a first or one of your first if you're wanting to get into LNN play in general, as the emphasis on memorization and routing makes it very accessible (if you can get past the no animal hyper restriction).
The early game is an absolute drag. I don't even care if this sounds blunt or insulting. The first three stages are unusually tiresome this time around and stage 3 is probably the worst offender. The entire stage is slow tap streaming executed in the most uninteresting way possible. At least Urumi and Kutaka are somewhat interesting. MarisaWolf can cheese Kutaka's final spell by pointblanking her the whole way through. So "Full Spell" is easy to get.
Stage 4 isn't too notable. Yachie is really chill as a stage 4 boss and is far easier than Narumi. All of her spells are routing spells. Though her final can get tricky if she moves down left. If she does that, you'll need to make a wonky escape dodge to the right.... in which I usually always fail so I just pray for good luck everytime I do this card.
Stage 5 is another offender of being absolutely boring with its slow streaming. Except in this case I'm okay with it because it's a great breather for what's to come. Midboss isn't hard. Just don't bottom hug and you won't get walled. Careful not to spawn a Gyroid.
Mayumi is one of the easiest stage 5 bosses in existence in theory, and not many of her attacks are remotely difficult. The real challenge is juggling tokens and trying not to break your no animal hyper condition. Seriously, that's the hardest part of her fight. Everything else is just memo. Youmu makes it even easier with her powerful slashes. But I opted out of Youmu because Marisa has better advantages on Geomet.
Stage 6 is most of this game's difficulty. So you should be able to make it to stage 6 very often in an LNNNN grind. The stage portion isn't too notable but the beginning is spook. I still haven't found an optimal strat for the spirits section. I just stream, but this time I ended up in a dangerous situation...
Most of Keiki is entirely memorization. The few attacks which are noticeably difficult are the third nonspell (Seriously look ahead and be aggressive). Third spell (if she stays far away from the center for an extended period of time you're screwed as Marisa).
Then the last two spells. Geomet is 100% static depending on your positioning, as it aims at you. It's basically a tap right and a tap left.... that you have to execute very precisely. It's the hardest attack in the game and the final hurdle for my particular grind. MarisaWolf kills it before you have to dodge the end of the third wave so that's why I play MarisaWolf. Just so this attack is 0.5 waves shorter. It helps.
The final is memorization and the phases align based on how and when you damage her. You can set up the same situations everytime once you've memo'd it, so in theory it should cause no problems. Thankfully for me, it didn't this time. What I do is not shoot until the spell title has moved halfway up the screen. Then I just make memorized dodges.
Some odd situations in this run. Like the Eika first spell. I retreated to the top of the screen and struggled to get back down. I almost died at the end of the wisp section in s6. And made an odd dodge at the start of Keiki's second spell. But, it all worked out! Phew.
I streamed this run live on twitch. You can watch it here. Apologies in advance for embarrassing weebspeaking on stage 6. I was deep in the moment rushed on adrenaline! Couldn't help myself!
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I have until August 2021 (obvious Touhou 18 release date) to finish LoLK.