On the back side of the CD case of the Urban Legend in Limbo PS4 release, there is a full portrait of Reisen. Only a cropped version of that portrait can be seen in Antinomy of Common Flowers.
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On the back side of the CD case of the Urban Legend in Limbo PS4 release, there is a full portrait of Reisen. Only a cropped version of that portrait can be seen in Antinomy of Common Flowers.
In Embodiment of Scarlet Devil, it doesn't matter if you timeout Meiling's midboss nonspell/spellcard or if you capture the spell, the "Enemy 0", healthbar and timer would reappear for a brief moment after the dialogue is finished.
Just learnt today that apparently if you go to duckduckgo.com and search for reimu hakurei, the icon will turn into a duck Reimu. The icon will also change according to various other keywords.
This is what happens when you choose “Start in reference rasterizer mode” from Embodiment of Scarlet Devil custom.exe.
This post was originally published on 10-Mar-2019, but I wanted to update the video. Unfortunately tumblr doesn't allow video replacements anymore so I had to create a new post and delete the old one.
There are some unused flying saucer enemies in the "enemy" file from Undefined Fantastic Object.
Mountain of Faith life drops (stage 3 midboss, stage 5 midboss, extra stage midboss).
It is possible to skip some boss spellcards in Embodiment of Scarlet Devil.
The purpose of this post is only to visually showcase this. The glitch has been explained at nylilsa.github.io/#/bugs/th06/boss-attack-skip, so please check it out if you are interested about the technical details.
In Immaterial and Missing Power Performance Test 1, the bar at the bottom of the screen was a bomb gauge, which would fill up as you hit your opponent or were hit by them. In order to unleash a bomb, the bar would have to be at least fully blue and blinking. By getting hit past this limit, the gauge would briefly start filling up with red colour, but the red portion would drain rapidly.
When you triggered a bomb, if your gauge did not have any red portion, it would drain completely. But if you had even a tiny speck of red, it would drain only up until the previously red portion, which would become blue afterwards.
Another thing in this version is that the bomb did not make any sound when triggered. The sound effect was added in Performance Test 2.
In Performance Test 2 and the trial sold at Comiket 66, the bomb gauge can be found under the spirit bar. It had a similar behaviour as in Performance Test 1, however you could get the gauge fill up with red way more than you were able to do in the previous version.
In the web trial, the bomb gauge was removed completely and was replaced by two stars indicating how many bombs you have left. Once you consume at least one bomb you can get another one by fighting. When triggering a bomb, the spirit bar would refill entriely and your opponent would be damaged. This behaviour changed in later full versions, which have been detailed at: /post/820873738496180224/.
Neutral bombs were dealing damage in the web trial and full versions ver. 1.00 and ver. 1.01 of Immaterial and Missing Power. Since ver. 1.02 the N-bombs do not deal any damage.
Defensive bombs were also dealing damage in the web trial and full versions ver. 1.00 and ver. 1.01 of Immaterial and Missing Power, although less than the N-bombs.
Also, in the web trial and full version ver. 1.00, the spirit bar was regenerating upon using the D-bomb. In later versions the spirit bar remains unaffected. Since ver. 1.02 the D-bombs do not deal damage anymore either.
Many thanks to @roamerb for teaching me how to consistently trigger the defensive bomb.
Bombs in Immaterial and Missing Power
To use a bomb, you need to do a 22c (on your keyboard press down, down, C). You can have a maximum of 2 bombs, but even if you run out of them you can get more as you fight.
There are three types of bombs in the game.
Neutral (N-bombs)
They deal no damage to the opponent and refill your spirit bar.
Offensive (O-bombs)
They deal damage to the opponent and also refill your spirit bar.
Defensive (D-bombs)
They deal no damage to your opponent and do not refill the spirit bar.
If your spirit bar is fully depleted, triggering a N- or O-bomb will not fully replenish it.
I want to thank to @roamerb for helping me with video references of the O- and D- bombs. If you want to know more technical aspects about the bombs in Immaterial and Missing power please check out the wiki: mizuumi.wiki/w/Immaterial_and_Missing_Power/Bomb.
The appearance of Kanako's wind was changed in ver. 1.15 of Gouyoku Ibun as seen as in the right side gifs above.
Kutaka, Utsuho, Flandre and Yuuma did not have any portrait in the top right corner of the screen during Jyoon&Shion's story in Gouyoku Ibun ver. 1.00. The portraits were added in ver. 1.01.
Additionally, Jyoon did not have a portrait in the bottom left corner of the screen in any stage. It was added in ver. 1.01.
For other differences please check the #full17.5 tag on my blog.
Jyoon, Utsuho and Yuuma did not have any portrait in the top right corner of the screen during Minamitsu's story in Gouyoku Ibun ver. 1.00. The portraits were added in ver. 1.01.
For other differences please check the #full17.5 tag on my blog.
In Phantasmagoria of Dim. Dream it is possible to die at the same time as your opponent, but since a "Draw" doesn't actually exist, one of the players would "Win" and the other one would "Lose".
The two situations have been showcased by ZillionBrain in his two videos: youtube.com/watch?v=Wsi8b2f2lRQ and youtube.com/watch?v=uPStk8qy3lw. The gifs in this post are from these two videos.
When the player "wins", no status screen is shown at the end of the stage and you don't advance to the next stage. Instead, you lose a life and have to replay the previous stage. If you are on your last life and this happens, you will get a Game Over, as described by user KirbyComment in a comment to the video.
If the opponent "wins", the status screen is shown on their side at the end of the stage (granting the winning points to the opponent) and the game proceeds to the next stage. The player doesn't actually lose any life.
If you look at the behaviour of these two "wins" it's like the opposite is happening. Usually, when you lose there is no status screen, you lose a life and you redo the stage. But when you win there is a status screen, you don't lose any life and you proceed to the next stage.
The last row from the stats overview menu (the "times retried" row) was removed in the full version of Imperishable Night.
The stats overview menu was added in ver. 0.09 of Perfect Cherry Blossom and the difficulties names were not shortened.
In ver. 0.10, the spacing between the columns was increased, "Normal" was shortened to "Norm" and "Lunatic" was shortened to "Luna".
In the full version if you didn't unlock Phantasm stage yet, the screen would look like in ver. 0.10, however once you unlocked Phantasm, a new column called "Phants" would appear.
Yamame, Reimu, Jyoon, Kutaka and Yuuma did not have any portrait in the top right corner of the screen during Kanako's story in Gouyoku Ibun ver. 1.00. The portraits were added in ver. 1.01.
Additionally, Kanako's portrait was incorreclty shown as Reimu's. This was also fixed in ver. 1.01.
For other differences please check the #full17.5 tag on my blog.