Reviews from

in the past


first 1cc (normal): august 2023
first 1cc (hard): august 2023
first extra stage clear: may 2024

that gap probably says a lot. mystic square’s extra stage is like a friend you can only tolerate in small doses. you love them, truly, but their energy, their intensity, whatever it is, quickly puts you at your limit. so rather than beat my head against the wall, i chipped away slowly, bit by bit.

mystic square is often cited as the first ‘real’ touhou, or at least the crystallisation of the series’ core. stages more closely resemble the windows games in their pacing, flow, and approach to pattern recognition. it does include some since-deprecated elements: faster danmaku, some overtly unfair patterns, and a slight incongruity between objects and background visuals, but it is otherwise the pinnacle of the pc-98 era, a strong yet breezy (by touhou standards) challenge and, for my money, the best in the series. i am a simple person with simple tastes; i do not require many verbs beyond ‘shoot’ and ‘dodge’. core gimmicks introduced in later entries don’t do much for me, and if we’re taking that route i want ikaruga levels of elegance. beyond its gameplay, mystic square’s audiovisual qualities stand above its predecessors and shine against those of the windows era. even without prior pc-98 exposure, the system evokes a strong sense of false nostalgia, essentially a mandela effect. it feels hard to top. all said, though, there remains an uneasy tension: its randomness.

before continuing, let’s talk a bit (a lot) about our attitudes to randomness. pull up a chair, weary traveller. it’s warm by the fire.

the trajectory of single player videogames, and particularly action games, has shown an overt effort to cement determinism not as best practice, but the only practice. rng is rarely a significant factor in the core loop of modern games, instead relegated to adding flavour (crit rates) or bloat (loot tables). this is ostensibly for the sake of fairness. videogames are amongst our most conservative mediums, after all, and there is money to be made. why force players to be good at a game when they could instead FEEL like they’re good at a game? for their part, the gamers have also spoken: no longer do they wish to endure the fluctuations in difficulty and pattern recognition they associate with a virtual dice roll. the people want rote learning. to eliminate randomness is to eliminate cheap deaths and cheating videogames.

this is not new, of course. we have bemoaned games’ randomness throughout their existence. it is natural that their design will react against that of their forebears. more recently, though, we can observe an accelerationist trend, which i would pin on the preponderance of two phenomena: speedrunning and esports. strangely, it is the former which has had an outsized influence (at least on developers), despite greater popularity of the latter. over the past fifteen or so years we have been infected with these cultures’ preferences and attitudes to gameplay. speedrunning has become the primary lens through which we consider high-level play; its impact on design has been huge, grounding notions of reliability, measurement, and replication more firmly within the vernacular. it’s no coincidence that these all ideally rely on a deterministic game state. but this influence has been as detrimental as it has been enriching. no doubt it will continue for a good while, until the pendulum inevitably swings back.

a basis in planning, memorisation, and execution can serve many games well, but in our efforts to gradually eliminate randomness as a core part of gameplay, we lose more than we think. so what is lost, specifically? in most cases it is the direct opposite of the above: reaction, improvisation, and adaptability. these are crucial for any game liker who wishes to experience a fuller breadth of play, yet this skill set has been eroded as we reduce games to a set of replicable inputs and outputs. mario maker, by necessity a largely deterministic system, provides a great example: players happy to grind out a kaizo hellscape item abuse gauntlet for twenty hours will just as easily balk at the sight of a hammer bro in a standard level. the hammers fall, the bro bounces. a pattern is discernible but contains fluctuations. the player cannot jump over, so they wait for the bro to jump; it seems to occur once every three to five seconds. doubt has already set in. through sheer nerves they hesitate, making their move a half-second too late. the once-hardened gamer assumes the fetal position. we hear a faint cry on the wind: ‘that’s buuuulshit’.

yes, we have countless examples of randomness gone too far, of dubious implementations, and of course this has influenced its negative perception. modern games don’t help the cause: when they do impact moment-to-moment gameplay, their rng elements are often half-baked annoyances that only get a pass thanks to their place on the periphery, ever present but held back from significant interference. we briefly grumble but accept them nonetheless. but to discard randomness entirely strips away, to channel todd ‘mister cheater’ rogers, the human element. larger degrees of randomness, more strongly integrated with a core gameplay loop, can offer a sensation that determinism can never evoke, so long as they are handled with care and consideration. there is a lot of good to be said for the successful execution of our best laid plans, yet we must also keep our arms open to other experiences. there is beauty to be found in an unrecognisable, unpredictable screen. those willing meet it with grace and humility will be rewarded.

so, having established my feelings on randomness, let’s move on…

there’s no way around it: mystic square’s extra stage is the worst of all worlds. deterministic patterns, ramped up by a factor of eighty million or so versus the main game, intermingle with rng-based sprays of fire and brimstone. this is not an either/or proposition, they occur in tandem. just to rub it in, this stage is long as hell. surviving for so long, only to die instantly to one of the boss’ stray bullets is worse than real, physical pain. high expectations are fine, but such focus on both reaction and execution, at least given this stage’s intensity, pushes us to our limits. beyond testing our skill in parsing both deterministic and random factors, it will lean on our patience, tolerance, and resolve. this is generally not the case with the extra stages from EoSD onwards. while those are much, much harder, they afford us greater opportunities to accumulate knowledge, to slowly improve. this is not to say this stage is unreasonable (though it almost certainly is), just that it provides a valuable case study on the limits of fairness, in going too far with randomness, even for those whose hearts are open to improvisation. as it turns out, a pill flung at terminal velocity in a random direction is not the easiest one to swallow.

after so much waffling, i realise i’ve dug myself into a bit of a hole. not a big one… more like a small ditch. i never even planned to write about this game, i just wanted a lens through which to talk about rng. and to be clear, i don’t even hate the stage! it builds upon an already excellent main game and cranks both the ‘pleasure’ and ‘pain’ dials up a few million notches. it contains the best track in the game, and one of ZUN’s best overall. the backgrounds rock, and contain more vivid detail than those prior. bullet patterns are legitimately interesting once you see through their deception. it tested my limits over and over, yet somehow did not break them. beating this was every bit as much a relief as it was an achievement. if you are a normal person with an interest in dodging bullets, then don’t be put off. give mystic square a spin. you’ll do great, so long as you’re willing to meet it on its own terms.

Without a doubt the best of the PC-98 titiles.
While this one is kinda just more of the same from 2 and 4, it for sure has the best boss design of the lost, and isn't as punishing with continues as 4 was.

Finally some good fucking food. It's been fun seeing the growing pains of touhou but the fifth one is just actually a touhou game. No more enemies and bullets spawning on top of you, patterns are much more creative and fun, music's great, character design took a step up (although the art itself is still not very good), and everything's firing on all cylinders here. The extra stage is even actually difficult now, yay!

Definitely the most pleasant of the PC98 games. It's got a decent difficulty curve and not a lot of bullshit like previous outings. Still don't understand the random bullets appearing at the end of every stage, glad that never carried over to the Windows games
Shoutouts to Stage 4 having enemies that shoot bullets with the same color pallet as the background, very cool

This one has a few too many points of frustration for me to consider wanting to 1CC it at any point, along with the fact that Mystic Square in general is the hardest of the PC-98 games by a decent margin even when ignoring its specific irritating qualities. Bullet visibility is particularly rough here, with more than a couple of instances of bullets blending into the background and forcing you to be a bit overly attentive to be able to even see some of them, and certain attack also feel really janky to deal with, particularly the big yellow lasers that folow you. Even so, the game is still neat, there are a lot of fun bullet patterns to dodge, the music just keeps getting better from game to game, and the pacing here is a bit smoother thanks to the stages in between bosses feeling more substantial overall. A bit too annoying in certain respects for it to be my favourite Touhou I've played so far, but it marks a fantastic end to the PC-98 games nonetheless.


This game is probably the best out of the pc-98 releases, feeling much more like the typical windows game in difficulty.

Very fun, with good bosses and interesting spell cards. My biggest gripe with this game is stage 4. The visibility is really, really bad there in particular.

The ost is great, as always, and the music starts to get a lot more refined here than it was in previous entries. Not much bad to say about it!

The single best PC-98 Touhou game. Has 4 different playable characters, a crazy memorable cast of characters, and one of the best extra stages in the series. Also soundtrack bangs.

se eu não tivesse a informação de que touhou já está no 19 eu estufaria o peito e diria que "o ZUN estava no ápice dele quando fez esse daqui" vindo do 4 que já é excelente demais o 5 chega com seus chefes 2 contra 1, a Alice e as fadas dela, ou até a Shinki com uma luta que demora uma era, cada padrãozinhos que elas pedem pra você desviar, tentar entender ou só jogar bomba mais elaborados e bonitos (as vezes caóticos) que nunca. não vejo a hora de jogar do 6 pra frente e agraciar mais ainda com as fases e diálogos engraçadinhos das garotas flertando umas com as outras.

amazing stages and bosses and playable mima 🙏
Definitely my favourite so far

For the fifth game ZUN felt very comfortable and learnt a lot with the previous entries.

Mystic Square introduces two more characters to play as and tones down the difficulty so all of them can manage to beat it. Song production improved and the spells are interesting to go against.

the one that called me a "human failure" after I beat it with a bad ending (seriously, what was with ZUN and being savage back then?)

anyways, this was a good way to end off the PC-98 era, even though the enemy bullets blending in with the backgrounds is an issue that still remains

also gotta love how I died at the very beginning of shinki's fight because of a bug

The last and hardest PC-98 Touhou game but still incredibly fun.

This is definitely the most definitive PC-98 Touhou game. It took everything great from the last Touhou game and improved tremendously. There are now 4 characters that you can play as and all of them are incredibly fun and addicting. The game features charming story, characters and dialogue just like in the 4th game, which I'm guessing will be the kind of plot future games are going to have. The game's music is pretty good, like always and, of course the gameplay - it's incredible.
One of the best things about this game's gameplay is its difficulty. At times it might feel like the game is unfair with the amount of bullets it's shooting at you. But with some trial and error you'll definitely be able to overcome any level this game throws at you. All you need is just a little practice and get serious...

And so, all PC-98 Touhou games are finally finished and it was definitely the best game that ZUN could finish the PC-98 series with. And now, it's time to start the games that most people are familiar with...

Very good of this game for allowing you to get all the good endings while playing on easy mode

I've seen hell... and it's not red... it's blue...

Seriously though, was ZUN going through something when he made this? Why are there so many goddamn blue projectiles that you can barely see against some of these backgrounds? Stage 2, while fairly easy, is bound to accelerate my already deteriorating vision on subsequent playthroughs. The game's overall quite a lot harder than the last one, and as such, despite coming off my recent high of 1cc-ing LLS, I have no desire to even attempt it here. I still had a fun time, as expected. Overall, this is a pleasant way to end the classic era on, even if it's not my favorite of this gen.

not super different from Touhou 4 but I liked having more characters to play as. still super fun, still really good though some bullets are criminally hard to see due to ZUN using a very fun combination of blue on blue.

since i'm thiiiis close to the Windows games and i'm dying to play them i'm not gonna try to 1cc this since it's much harder than 4, but i might get back to it eventually

Mima will be back for Touhou 20 i'm sure of it

I think people undermine just how cool the PC-98 era was. This was definitely the best game of the bunch, and Mima is cool and should be brought back one more time.

o mais recheadinho de coisa boa da era pc-98 e o que me fez perceber meu apreço muito forte pela estética dos touhous dessa época. jogar com a mima me fez ficar triste que essa é sua última aparição na franquia até agora. eu tenho genuíno ódio por aquela bala amarela longa teleguiada que a chefe final joga. é o único padrão de balas que eu não gostei. fora isso é um jogo bacana. talvez um dia eu complete ele sem continues.

eu tenho uma queda pela yuuka aliás.

Mima will come back in Touhou 19 trust the plan

Best is always saved for last, this is the best PC-98 game. I've played it a lot, probably the most out of all the PC-98 games.