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東方紅月夜 ~ Scarlet Night

東方紅月夜 ~ Scarlet Night is a v0.12m Danmafuku script released as a beta in 2009 and as a full release in 2010.
You play as Flandre as she tries to break out of the Scarlet Devil Mansion. The gimmick here is the addition of a hyper system that gets triggered when its meter reaches 495.
v0.99 improves the hyper system and changes the game completely, basically it takes a lot of queues from DFK BL's implementation; each meter refill gives you a bomb/hyper stock that's interchangeable (only on Flandre B/C), when you're at the hyper state unfocused shots cancel out enemy bullets and focusing while in that state increases a "recharge" meter that gives you up to a full recharge. The game effectively tells you to chain hypers for scoring.
There are 3 shot types, and what's interesting is that each one has it's own calculation of recharging hyper. These shots include:
  • Magical Girl Type (Yes that is the name)
    • Attack Power: ★★★
      Attack Range: ★★★★
      Operability: ★★★★★
    • During hyper, bullets that weren't cancelled gets fired along yours
    • When hyper ends, the graze counts isn't reset to 0
    • Bomb extend every 20mil
    • Hyper recharge calculation: Enemy bullets * multiplier / 100
    • Specialty: Auto bomb (Once you get hit a bomb stock gets used instead of a life stock, but there's no bullet clear and the invul window is much shorter)
    • Only shot type where hyper and bombs aren't interchangeable
  • Destruction Type
    • Attack Power: ★★★★★
      Attack Range: ★★
      Operability: ★★★
    • When hyper is ended prematurely, recharge gets calculated using this formula:
      (Enemy amount) * (√enemy bullet amount)
    • Hyper recharge calculation: 495 * multiplier / 100
    • Specialty: Bomb Recharge
  • Madness Type
    • Attack Power: ★★★★
      Attack Range: ★★★★★
      Operability: ★
    • When hyper is ended prematurely, recharge gets calculated using this formula:
      (Enemy amount) * (√enemy bullet amount) * 0.5
    • Bomb Extend every 40mil
    • Hyper Recharge calculation: (Enemy amount) * (√enemy bullet amount)
    • Specialty: Bomb Extend

2026-04-27_00-30.webp
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Idkism
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