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Kioh Gyoku

Kioh Gyoku is a vertical-scrolling competitive danmaku game, that came out in 2001. As opposed to other games of the genre in the list here, its main emphasis is on grazing streaming bullets. The way health works is also a bit different.

Gameplay Basics

Player field

The game opposes two players on a split screen setup. The controls are remarkably simple: one button to fire a basic shot, which you can hold to charge up your power gauge, and another one to bomb, granting the player a few moments of invincibility and clearing the screen.

Gauge

This game showcases a gauge with 4 levels of charge:

  • Level 1: modified shot (stronger shot). On some characters, releasing the level 1 early and late can change its properties.
  • Level 2: a special attack that depends on the player character.
  • Level 3: a special attack that depends on the player character, usually (but not always) taking more space on the screen than the level 2.
  • Level 4: boss attack. In this game, the boss has a dedicated health bar.

One important particularity of this game is that firing an additional level 4 while a boss is already on the opponent's screen leads to a stronger version of the boss called "madness". This effect replenishes the boss HP and makes them more resilient to player shots (meaning they take a bit more time to kill).

Additionally, firing a lvl4 while a boss is present on your screen does not cancel it, as opposed to all the other games part of the Phantasmagoria Fest. This means you don't have to wait for your opponent to fire their own lvl4 before firing your own

As opposed to the other games, you also won't fire automatically a lvl2/3/4 depending on your combo. That means grazing serves only three purposes:

  • Filling up your gauge.
  • Sending revenge bullets on the opponent screen
  • Sending ex attacks on the opponent screen

A tetrahedron shaped visual effect appears when your character gains their lvl2/3/4 charge, respectively of green, orange and red color.

The gauge level works similarly as other games of the same genre: on the right of the gauge, it is displayed as a number ranging from 1 to 25. This level influences the pattern of lvl2/3/4 you send on the opponent's screen. This number increases by 1, 2 or 3 for each lvl2, lvl3 or lvl4 you respectively fire. As usual, a good early game strategy might be to rush high gauge levels faster than your opponent.

Shield

In this game, instead of a typical point based health score, the player character has a shield which allows them to absorb hits up to a certain point. It starts at 100%, and goes down every time the player collides with a bullet/enemy, down to 0%. When this threshold is reached, the shield breaks, leaving the character vulnerable: the next hit they take leads to a round loss. The main twist here is that the shield slowly recharges, even when broken, as long as one does not get hit for a given time period.

This means a common strategy in this game might be to play very aggressively until the moment you get a shield break, then play passively until it comes back up. Because a shield break also clears the screen, it can also be very useful in situations in which you have no bombs left, as a way to reset the player field. Most enemies in this game only spawn suicide bullets, so when exposed after a shield break and before it comes back up, you should simply stop shooting to avoid spawning them in the first place (one exception being when a boss is on your screen as you may want to destroy them before resuming passivity).

To be more specific, by default, the shield recharge rate is 0, but depending on your current combo rating, this can increase to up to 1% regeneration per second (cap at 255 max combo). Because of that, aggressively grazing the bullets right after you recover from a shield break might be a good strategy as well.

One thing to note is also that a guard break (when your shile reaches 0%) clears all bullets on screen, and grants you invelnurability frames represented by a white circle decreasing in size depending on its lifetime (same effect used when using a bomb). This can be pretty useful in dire situations where your screen is full of bullets with no apparent way out, as you can strategically use that to reset the field.

Cancelling a wall of bullets with guard break

Characters

S
A
B
C
D