Health

**Health**, otherwise known as **hit points** and often shortened to **HP**, is a core element in the *Drillimation Danmaku Universe* games, displaying how much damage a character is able to take before fainting. The player, as well as all enemies and bosses, have it. These are typically lost when the player or enemies take damage from bullet strikes.

## General

### In the *Chuhou Joutai* trilogy

The player starts with at least 30 HP, while enemies and bosses have larger amounts of HP of varying amounts. The starting amount of HP for the player can be adjusted in the settings. HP can be recovered by touching Heal Berries, which restores 10 HP on collection. Whenever a character dies in *Chuhou Joutai*, they do so comically, rather than realistically. All enemies that faint disappear in a puff of smoke, while all bosses explode.

#### *Chuhou Joutai: The Middle State of War*

The player's HP can even go above the starting amount and there is no limit on how much HP a player can have. The player will faint (called a **knockout** in-game) if all their HP is lost. Typically, when Driller or Kagami faint, they will spin around a few times before falling to the ground. Stars also appear above their head as well.

#### *Chuhou Joutai 2: Paraided!*

A limit for how much HP a player could have was added starting in the second game, being 100. In pre-release gameplay footage for the demo, the amount of HP was above 100, as that rule had not yet been implemented. For fainting, the duo is only depicted falling in their regular clothes, regardless of the outfit they wear for that stage. A smaller Heal Berry which restores only 5 HP was also added.

#### *Chuhou Joutai 3: Three Nights of Scarlet Abscess*

The HP rules are pretty much the same as the previous game. The major difference is that the Heal Berry got a new sprite. The faint animation from the first two games was omitted and replaced with the death sound effect from the *Touhou Project NES Demakes*. When a faint occurs and the player has enough ingots for a revive, the player will respawn at the bottom of the screen and the game will continue as normal.

### In the *Touhou Project NES Demakes*

#### *Touhou 1: The Highly Responsive to Prayers NES Demake*

As a way to balance the game from the original, a health system was added. Players start each round and life with 20 HP. A single point is lost from bullet strikes while getting hit by the yin-yang orb will deduct five. A life is lost once the health is depleted.

#### *Touhou 2: The Story of Eastern Wonderland NES Demake*, *Touhou 4: Lotus Land Story NES Demake*, and *Touhou 5: Mystic Square NES Demake*

Aside from the traditional mode where getting hit would result in losing a life, *Chuhou Joutai*'s health mechanics are present in the second, fourth, and final *Touhou Project NES Demakes*. The rules are pretty much the same with players starting with 30 HP and being forced to pay a revival fee to continue playing. There are some differences from *Chuhou Joutai*; heal berries are absent and HP is restored over time, with one 1 HP replenishing every five seconds.

#### *Touhou 3: The Phantasmagoria of Dimensional Dreams NES Demake*

The health system is much different in the third *Touhou Project NES Demake*. Players only have 10 HP, and the first person to knock their health to zero wins the round.

### *Touhou Kourinden ~ Mythos of Phantasmagoria*

Due to being an RPG, every party member has a maximum HP value, ranging from zero if they have fainted to the maximum HP when it is full. As with other stats, a battler's maximum HP increases with each level and is a combination of their base stat, their individual value, and effort value. Some party members tend to have higher or lower HP than others, and some individual battlers may have different HP even if they are the same level. A battler's maximum HP may reach thousands of points. More precisely, HP growth is calculated using the following formula:

The variables in the formula are as follows:

* Depending on the stat, there is a modifier that determines the value of the stat. The value is always multiplied by 10 for HP and 2 for MP. All others are 1.
* **Base** represents the base stat of the battler, and this value is multiplied by 2%. For example, a base stat of 100 would reward two points or 20 extra HP.
* **EV** and **IV** represent the effort and individual values of the battler. These are added together and this value is multiplied by 1%. Effort values are gained by defeating monsters, and individual values are randomly preset at the start of a new save file and cannot be changed.

Battlers need at least 1 HP in order to fight. If the number has drained, they will have fainted. Players are able to enter a battle with less than full HP, whereas the opposing battlers will always start with full HP. The main objective is draining all opposing battlers' HP to zero, afterwards the battle ends and players will be rewarded with experience points and effort values. If all battlers in the player's party faint, they will lose and if they choose to surrender, they will lose a sum of money and be sent to an inn (or home if the last visited town has no inn) from which their team will be healed automatically.

The current and maximum HP of a battler is shown as a numerical value, though only the former for party members is shown in battle. This displays how much HP each battler has. If a party member has less than a quarter of their maximum HP, they will sprawl their arms down and display a panicked expression. This notifies the player that they are in danger of fainting.

#### Damage

The most common way for a battler to lose HP is by being hit by a damage-dealing move. Most physical and magical attacks can deal damage. There is another way of losing HP, that being burns or poison, where the damage is taken after that battler takes their turn, with the number being 1/16 of their maximum HP. The damage dealt depends on the Attack or Special Attack stat of the attacker, the victim's Defense or Special Defense stat, and the effectiveness of the move. There are various factors that affect the damage dealt. More precisely, damage is calculated using the following formula:

The variables in the formula are as follows:

* **Critical** is a modifier determined by an RNG from 0 to 1,000. This is calculated by adding 50 to the attacker's Luck and is subtracted by the victim's Luck. If the RNG pulls a number lower than the calculated value, a critical hit is registered, multiplying the damage by 1.5 whereas numbers higher than the value return as 1. In most circumstances, the odds of landing a critical hit are 1 in 20.
* **A** represents the attacker.
* **B** represents the victim.
* **Type** is the type effectiveness of the move used on the victim. The values used can be 0 (ineffective), 0.25 or 0.5 (not very effective), 1 (normally effective), and 2 or 4 (super effective). 0.25 and 4 are only possible if the victim has two types.
* **Power** is the power of the used move.
* **Attack** is the offensive stat of the user if the move is physical, whereas *Special Attack* is used for magical moves. This value is always multiplied by 4.
* **Defense** is the defensive stat of the user if the move is physical, whereas *Special Defense* is used for magical moves. This value is always multiplied by 2.
* **Luck** is another RNG determined from 0 to the user's Luck stat, and is added to the damage.

#### Restoring HP

There are several methods of healing their team:

* The most common method is resting at an inn, which restores their HP and MP and removes all status problems.
* Any battler who levels up is healed automatically, fully restoring their HP and MP, as well as removing all status problems.
* If the player cannot access an inn, they can use items that restore HP. These items are consumed when used. Most of these items only work on battlers that have not fainted, except for revives. The following table below lists all items that can restore HP:

* There are a number of magic spells that can restore HP:

## Fainting

The player will **faint** if they lose all of their HP as a direct result of being seriously injured or collapsing from too many hits. Fainting can result in a number of consequences. In the *Chuhou Joutai* games and *Touhou Project NES Demakes*, the player must pay a revival fee of 25 ingots (20 in *Chuhou Joutai 2: Paraided!* and *Touhou Project NES Demakes*, where Point Items takes its place) which increases by the same amount for each revive. If the player cannot afford a revive, the game is declared over and the player will be given the choice of either continuing or quitting altogether. Continuing would result in the player's score being cut in half and they would be given the bad ending.

In the first two games, the player character makes a few circles and then falls to their side when they faint. This animation is omitted in the third game and the player will continue playing as if nothing happened.

## Character Health

 Pacoonba
 Gomi Gunner

## Reception

The health system, referred to as *Chuhou Joutai* mode in the *Touhou Project NES Demakes*, has garnered a mixed to positive reception from players. While the system is praised for making *Chuhou Joutai* accessible to new players of the danmaku genre, some players have criticized it for making the game "too easy."