Emergency Everyday/Gameplay

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This article describes the overall gameplay and background information for Emergency Everyday, insofar as it can be described.

Gameplay[edit | edit source]

Controls[edit | edit source]

It is assumed that the game could be played with a keyboard, with the controls as follows:

  • The Arrow keys (+++) move your character around.
  • Z shoots a short burst of bullets. It can be held down for rapid fire.
  • X unleashes a bomb, assuming you have any left.
  • ⇧ Shift slows down your character's movement speed and changes the nature of your shots, usually by reducing their range and directing them straight ahead.
  • Esc pauses the game and brings you to the in-game menu.

Basic Gameplay[edit | edit source]

Emergency Everyday plays much like a typical Touhou Project game in that the player character always faces the top of the screen, shooting at stage enemies, dodging through intricate bullet patterns and confronting challenging bosses at the end of each stage. Curiously, there is only one level of difficulty in the game.

Shot[edit | edit source]

A character's "shot" is their primary means of attack. The shot's attack range, behavior and power depend on the chosen player character as well as the current power level and whether or not the player is currently focused.

Point of Collection[edit | edit source]

If you move your character above a certain threshold on the playing field, all items currently on-screen are drawn towards them. This point of collection is always available, but is not indicated at all.

Bombs[edit | edit source]

Bombs (more specifically: spell cards) are a limited-use method for getting out of sticky situations. A bomb's appearance, power, range and duration depend on the chosen character, but it typically deals large amounts of damage to every enemy it touches in addition to cancelling out every bullet currently on-screen or fired during the bomb's duration. Characters are also invincible for the duration of the bomb.

Serintsu starts the game with 4 bombs. There is no way to obtain extra bombs, nor is it known if there is an upper limit to the amount of bombs you can have. Dying will reset the amount of bombs to whatever you had when you started the game.

If you get hit by an enemy bullet or an enemy itself, you have a short window of opportunity to use a bomb in order to save yourself. This is called deathbombing. Doing so successfully will prevent you from losing a life.

Lives[edit | edit source]

In the video, the player states that he starts the game with 100 lives. Whether this would have remained in the full game, had it been released, is unknown, but also unlikely. You lose a life either by getting hit by an enemy bullet or running into an enemy yourself.

Your hitbox is very small in comparison to your character, only about 6 pixels in diameter. If you hold down Shift, a white dot with a red outline will appear, showing the hitbox precisely. If it comes into contact with a bullet or an enemy, you have been hit.

In this game, lives are represented by red stars. There is no way to obtain any additional lives, but with the starting count being 100, there may not have been any necessity for extra lives to begin with.

When you lose a life, you lose all of your shot power and 4 large power items (worth a total of 2.00 power) are scattered for you to collect. You also become invulnerable for a short period of time.

It is not known what happens when you run out of lives, but one could guess that it's the same as in any other Touhou/Len'en game: You are given the option to continue right where you left off, continuing will reset your score to 0, you can no longer save your replay, and you will obtain the bad ending if you finish the game. How many continues you are given is not known, either.

Boss Battles[edit | edit source]

The main challenge of the game. A boss waits for you at the end of each stage. Each boss has multiple health bars, but unlike in JynX's Len'en games, there is no counter indicating how many spellcards you've already cleared. A boss's attack patterns usually alternate between a normal attack and a spell card, though bosses may use two or three spell cards in a row towards the end of the fight.

Normal attacks are typically incrementally stronger versions of a character's basic attack. Spell cards employ much more complex bullet patterns to both bedazzle and challenge the player. If the player manages to deplete a boss's health bar during a spell card attack without getting hit or using bombs, a bonus is awarded.

Each attack is accompanied by a timer. When it runs out, the boss proceeds to their next phase, regardless if their health bar had been depleted. Simply waiting out a boss's attacks may be enough to beat them, but it won't award the player any significant score bonuses. The exception to that are spell cards during which the boss is invulnerable. Surviving these without getting hit or bombing will award a bonus just the same.

When fighting a boss, a marker will appear below the playing field, showing the boss's position on a horizontal axis. Since the boss may be obscured by their own bullet patterns, this indicator can help the player locate their target.

Characters[edit | edit source]

Emergency Everyday has two characters to choose from: Serintsu and (presumably) Daijin. Nothing is known about the second playable character, but Serintsu's shot type and bomb are as follows:

Serintsu
Shot Type Widespread, weak. Main shots are forward-focused while focusing. Gains a homing shot at 1.00 power.
Bomb Distorted World "Dimensional Explosion": Long duration, harms everything on-screen (after approx. 2 seconds), intermediately powerful.


Scoring[edit | edit source]

End-Of-Stage Bonuses[edit | edit source]

This bonus is calculated as follows:

((Stage number * 1000) + (Shot power * 100) + (Graze count * 10)) * Points