[WILL WRITE AN ENTIRE TOUHOU GAME FOR FREE ART]
Touhou Saibankyou – Beacon of Broken Justice
Trouble stirs across the Human Village. The humans are relieved that incidents are being resolved, but why are the youkai culprits allowed to walk free? Shouldn’t the shrine maiden be exterminating these monsters like she claimed she would? The time for soft policing has passed – it’s time for these criminals to get what they deserve!
The human uproar soon makes its way across the Sanzu and into the ears of Eiki Shiki. If Gensokyo is truly this out of balance, it falls on her to clean things up. As the youkai and humans come to blows, she will decide who should be rewarded for their piety – or punished for their transgressions. But where did all this righteous anger come from? And who is controlling it all from behind the scenes?
First off, the HM engine games were bad, so we’re going back to IaMP/SWR systems. IADs, spirit gauge, overheads/lows. All characters also have throws, though they don’t lead to followups naturally.
As we all know, every Tasofro fighter needs a dumb gimmicky mechanic. In BBJ’s case, that mechanic is the Sin meter. This is a measurement of Eiki’s opinion of each fighter, and at regular intervals she’ll perform a Judgement and punish whichever fighter she considers more sinful. Think of the GRD system in UNIB, except instead of rewarding the winner it punishes the loser.
Mindlessly spamming moves.
Combos that continue past a certain length. (Damage proration means these don’t give a huge amount of extra damage anyway.)
Using danmaku when your spirit meter is empty.
Activating spellcards before reaching a critical health threshold.
Wrong blocking (blocking low and getting hit by an overhead, or vice versa)
Taunting (even if it does build meter)
Meditation (like Concentration in UNIB – pay meter to lower Sin).
Grazing through enemy projectiles.
Certain moves end combos early but compensate by lowering Sin.
Correctly blocking overheads/lows.
Virtue Guards (see below)
When Judgement occurs, the loser suffers effects depending on how high their Sin gauge is:
[0-50%] - A small lightning bolt hits the character, dealing minimal damage/blockstun but cutting their combos short. Spirit recovery is reduced until the next cycle. Can be grazed at the cost of half your spirit bar.
[50-75%] - A larger lightning bolt strikes the victim for a decent amount of damage. If blocked, the victim is guard crushed, but any followup combo is heavily prorated. Spirit recovery and meter gain are halved until the next cycle.
[75-99%] - A large laser comes down from the heavens, hitting the victim for huge damage. Can be blocked, but does a ton of chip damage and also guard crushes. Spirit recovery is halved until the next cycle, while meter gain is cut off completely.
[100%] - like 75-99%, but if you ever fill the bar completely the Judgement happens immediately rather than waiting for the end of the cycle.
All Judgements can be hitconfirmed by the winner, and there are gimmicky options like throw → Judgement hits your opponent → followup. After Judgement, both Sin gauges are reset to 0.
During a blockstring, the defender can press the Dash + Danmaku buttons at the same time to perform a Virtue Guard at the cost of some spirit. If they block during a short timeframe afterwards, a few things happen:
Their Sin meter decreases.
The opponent’s Sin meter increases slightly.
The opponent’s pushback is increased, giving the defender a better chance to escape the blockstring.
If you’re grabbed during an attempted Virtue Guard, you take extra damage and your Sin gauge increases considerably.
16 slots gives us just enough space to include Reimu/Marisa, one character from each Windows main title, and Eiki/the final boss.
Unsurprisingly, the shrine maiden returns to let everyone know just who’s in charge. She maintains her traditional shoto playstyle, and specialises in managing her Sin gauge. Her Virtue Guard has a larger success window, and her Meditation reduces Sin faster.
Marisa: “It’s only a crime if you get caught.”
Marisa, unsurprisingly, values power over finesse. She has Blanka-ball style charges with her broom that scare the opponent out of contesting her in neutral. Her unique trait is that she suffers no Sin penalty for using spellcards early.
Remilia: “Where wealth flows, the law follows.”
As one of Gensokyo’s most notorious incident culprits, Remilia revels in the attention the protests bring her. She’s as jittery and high-speed as ever, but her power to manipulate fate lets her accelerate or slow down the Judgement cycle as she sees fit.
Youmu: “True justice can only be found at the tip of a blade.”
Recalling the Japan of her childhood with a little too much nostalgia, Yuyuko sends her gardener out to experience the political turmoil of Gensokyo. Any normals using either of her blades (which is most of them) inflict chip damage, and being half-ghost means she needs to spend less spirit to graze bullets.
Eirin: “For the record, nothing I sell is strictly illegal.”
The Brain of the Moon sees this incident as a chance to test out her newest creations. She’s the game’s Faust equivalent, using potions with a variety of random effects – from buffing her attacks to lowering her Sin gauge.
Aya: “The law should be fair and unbiased, just like my journalism.”
Aya figures the divisive opinions flooding Gensokyo would make for some incredible headlines, and hurls herself into the fray. She has high speed charges in the vein of John Talbain, and receives buffs against opponents who are the subject of a scandal (aka: who lost the last Judgement cycle).
Hina: “Oh, my. It seems I have my work cut out for me.”
The fury of the human village has created a miasma of misfortune, which Hina takes it upon herself to purge. Her playstyle’s built around her classic spin move, which works like the spin Gotenks has in DBFZ. She can also buff her stats considerably by absorbing her opponent’s misfortune – at the cost of lowering their Sin gauge.
Yuugi: “Might makes right!”
Where there’s civil unrest there’s gonna be rioting, and Yuugi wants to get in on it. She’s the quintessential grappler, with plenty of super armour moves to punish opponents who mash against her. She also has her Sin gauge lowered whenever her super armour absorbs a hit.
Shou: “A god who won’t punish the wicked isn’t worth worshipping.”
With the power of Bishamonten, Shou hopes to win followers amidst the human chaos. She has her dreaded curvy lasers which are difficult to dodge, and she recovers health and meter whenever she wins a Judgement.
Futo: “Capital punishment is a capital idea!”
Serving as Shou’s foil, Futo aims to turn the hearts of the humans towards Taoism. Her high-low game is excellent, allowing her to rack up plenty of Sin from the opponent wrong blocking, and her opponent suffers extra damage/meter loss when they lose a Judgement.
Seija: “Laws are like windows – they’re only interesting when you break ‘em.”
Being on the wrong side of the law is literally Seija’s favourite thing. Her tricky mixup style becomes stronger when her Sin gauge is high, and Judgements have less of an effect on her.
Clownpiece: “No-one tells me what to do! Especially not some stuffy rules!”
Clownpiece is partially complicit in the incident, having been mistaken as ‘a beacon of liberty’ by the true culprit. Her style is well rounded but deceptive, with lots of fake-outs to catch out opponents playing on autopilot. Many of her attacks increase both players’ Sin gauges, though the opponent gets the worst of it.
Okina: “This isn’t the Gensokyo I envisioned.”
Okina decides now is the time to drop her Secret God act and intervene. Her wheelchair means her mobility is severely limited – she’s the only character in the game without an airdash – but in return she has incredibly powerful and versatile danmaku. She’s also the only character with a teleport, vanishing into doors to appear behind her adversary.
Yachie: “I’d rather be a criminal than a corpse.”
The Kiketsu matriarch sees Gensokyo’s chaos as a quick chance to turn a profit. She’s a tricky counter-based fighter who excels at predicting and controlling her opponent. Successful counters also drain her Sin meter and pass it to the other character.
Eiki: “You’re all going to hell, but at least form an orderly line.”
The second-to-last fight in most routes, Eiki has appointed herself Gensokyo’s Grand Judge. Her stage is the Human Village’s town hall, which she’s re-appropriated as her personal courtroom. Her attacks specialise in restricting the opponent’s movement. Since she sees the world in black or white, her passive causes all Judgements to deliver the harshest punishment possible. (Unsurprisingly, her story mode version is immune to her own Judgements.)
During her own route, Eiki encounters Clownpiece as the second-to-late fight instead. It’s then she realises the humans of Gensokyo are being manipulated by someone from the outside world. The stalemate between humans and youkai is a vital part of the realm’s balance; disturbing it could have dire consequences. She’s then confronted by the culprit, who is...
The Unseeing Eye of Righteousness
Ability: Manipulation of justice
BGM: A Testament to All Your Sins ~ Last Order
“I need no eyes to see your many failings.”
Seigi is a newly created goddess of law and order. Her design is based on the traditional figure of Lady Justice, with her eyes concealed by a blindfold and a pair of scales in one hand. Her stage is the broken down ruins of Eiki’s courtroom, with moonlight shining down through the holes in the ceiling.
In the outside world, a variety of scandals and incidents have led to widespread distrust in the justice system. As a consequence, an embodiment of those forgotten beliefs – Seigi – was summoned into Gensokyo. She witnesses the nation’s history, sees that the youkai have gone unpunished for their many misdeeds, and concludes that a horrible wrong must be righted. She starts the incident to bring justice to the evildoers – but most of all to Reimu, whom she considers a failure as Gensokyo’s protector.
Seigi has two personalities, and the scale she carries tips depending on which side is dominant. Virtue!Seigi is a quiet but stern figure similar to Eiki; Vice!Seigi is a Two-Face style vigilante who considers herself the only source of true justice in Gensokyo.
To go along with the scale motif, Seigi has a complicated moveset based on the current state of the Sin gauge. When her opponent has the most Sin, her attacks are honest and reactable but have great reach (the long arm of the law), making her a powerful footsies/keepaway character. When she has the most sin, her attacks become much trickier to block at the cost of being shorter reach, turning her into a rushdown character instead.
Seigi is the final boss in every route other than her own. As a boss she is immune to Judgements and can access the attacks of either form whenever she wants.
Inevitability [The Sword of Damocles] – A large blade hovers over your head, dropping down at random intervals while she fires some simple bullet patterns.
Compromise [Solomon’s Decree] – Seigi fires a large spread of random bullets, then momentarily freezes time. When time resumes, her bullets split in half and fly apart across the screen.
Farce [Hemlock for the Philosopher] – A rain of poison falls from the sky, gradually draining your health while Seigi works to avoid your attacks.
FINAL – Cardinal Sin [Death Penalty] - Seigi fires an elaborate but static bullet pattern that grows denser the more you whittle her health down. All the while she summons shadow clones of characters you fought previously. They go down in one hit, but each one you destroy drastically increases your Sin gauge.
Seigi’s story mode serves as the game’s epilogue. Following her defeat by Eiki, she’s told to observe the nature of Gensokyo before she makes any further judgements. After a final confrontation with Reimu she admits that her actions were rash and harmful, and as a sign of her growth she removes her blindfold. (Naturally, she has heterochromia.)