
Everyone, gather at the YO-KAI Disco! The cursed shooting party begins! All past game modes, additional characters, and BGM are included at once!
Modeled estimate, not a reported figure. How we estimate →
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About

Where am I?"
Approaching headlights.
Just as he thought he was about to be hit by a car, time passed.
When he came to, Mamorukun found himself in a mysterious world.
"Hi everyone~! Welcome to the Netherworld!"
According to the Netherworld shrine maiden "Jigokudani Fururu, "she summoned "chosen souls" to save the Netherworld from crisis.
Ignoring the protests of the boys and girls gathered with Mamorukun,Fururu continued her explanation.
Currently, someone is trying to open the gate to the "Dark World" in the Netherworld.
As a result, the residents of the Netherworld are cursed.
To save the Netherworld, you must purify the residents and prevent the gate to the Dark World from opening.
"Now, brave ones! Work hard for the Netherworld!"
Thus, the battle of Mamorukun and the others, summoned to the Netherworld to return to their original world, begins.

In addition to the main shot, you can use "curse bullets" powered by each character's attached spirit.
A quick tap fires a "small curse bullet" that lands directly in front of you.
Touching the deployed curse field curses both enemies and yourself!
Holding the button charges a "large curse bullet" that flies far.
The initial shockwave can erase enemy bullets and grants brief invincibility!
Cursed enemies continuously take damage. Defeating them yields many score items!
When you're cursed, your power and speed increase for a certain time.
However, while cursed, you can't shoot curse bullets, and once the curse ends, your power decreases.
Master the power of curses to advance through the vast Netherworld.

Arcade Mode: Play the 2008 arcade version.
Select stages and tackle missions while managing activity time.
Story Mode: Introduced in the 2009 home version.
Switch characters and aim to conquer all five worlds.
Netherworld Action Mode: Added in the 2011 home version.
Choose three characters and challenge predetermined courses.
This title includes all past game modes, characters, costumes, and missions.
Story Mode now supports widescreen!
Additionally, it features Gallery Mode and Online Rankings.

Starting with the hit track "YO-KAI Disco," widely known even beyond game fans,this title includes all BGM from the original and arranged versions.
It offers a custom function to play your favorite BGM versions by mode or stage,and a sound test to listen to all tracks.
Also includes a new theme song by original composer Yousuke Yasui!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[後半に日本語レビューあり] [h1] A Definitive Arcade STG Built Around “Curses” [/h1] This title stands as the final culmination that integrates and reorganizes all elements gradually added through home console ports following the original 2008 arcade release. While the arcade version left a strong impression with its inventive “curse shot” system, its overall content was relatively compact, with high difficulty and a steep learning curve. Later home releases expanded the experience with story modes and additional rules, but their elements were scattered across versions. Rather than selecting or trimming those components, this release consolidates everything into a single package under the concept of “all historical content included.” Modes, characters, costumes, and rules from every era are fully preserved, while modern adjustments such as widescreen support, online rankings, and expanded control schemes have been applied. As a result, longtime fans can revisit familiar content in its most refined form, while newcomers are given direct access to the series’ complete and finished state from the outset. Viewed across the entire series, this entry is best described not as a new installment, but as a comprehensive compilation and final form. Without altering the core concept of “curses,” it improves usability and enhances long-term preservation, carrying the value of the series forward into the present. The result is a title that retains the sharp edges of its arcade origins while offering the most stable and coherent evaluation point for the series as a whole. As a shooting game, its direction is exceptionally clear: “curses” are directly tied to offense, enhancement, and scoring. Cursing enemies dramatically increases damage-over-time effects and score efficiency, while simultaneously placing the player into a temporary empowered state. The trade-off is a clear reduction in control and stability. Managing this balance between risk and reward forms the central axis of play. Rather than relying solely on reflexes or simple bullet dodging, the game constantly demands judgment over when and where curses should—or should not—be used. The previously mentioned expansion of control options is also handled flexibly. Alongside classic controls that respect the original feel, modern schemes such as twin-stick and all-direction shooting are available, allowing players to focus more easily on understanding the underlying systems. As a result, the game preserves its arcade tension while clearly broadening accessibility. Stage design does not rely solely on forced scrolling, instead encouraging players to think about positioning and enemy processing order. While classical in structure, it remains highly distinctive. The design prioritizes tactile feel over flashy spectacle, and together with the music and worldbuilding, it creates a unique and cohesive atmosphere. By preserving its sharp systems and arcade-derived challenge while adding modern elements and fully summarizing past entries, this release achieves a high level of completeness. For players seeking a shoot’em up that can be enjoyed deeply even in short sessions—and that rewards deeper understanding the more it is explored—it delivers a strong sense of satisfaction. [h1] 「呪い」を軸に組み上げられた、アーケードSTGの決定版 [/h1] 本作は、2008年のアーケード版を起点とし、その後の家庭用移植(2009年・2011年)で段階的に追加されてきた要素をすべて統合・再整理した最終到達点に位置付けられる。アーケード版は「呪い弾」という独創的なシステムで強い印象を残した一方、内容は比較的コンパクトで、難度や理解コストも高めだった。家庭用移植ではストーリーモードや追加ルールが導入され、遊びの幅は広がったが、バージョンごとに要素が分散していたのも事実である。 本作はそれらを取捨選択するのではなく、「歴代全部入り」という形で一本に集約した点が最大の特徴だ。各時代のモード、キャラクター、コスチューム、ルールをすべて包含しつつ、ワイド画面対応やオンラインランキング、操作方式の拡張といった現行機向けの調整を施している。そのため、シリーズ経験者にとっては「これまで個別に触れてきた要素を、最も整った形で再確認できる決定版」であり、初見のプレイヤーにとっても「最初から完成形に触れられる入口」となっている。 シリーズ全体で見れば、本作は新作というよりも総集編かつ完成形という立ち位置が正確だろう。システムの根幹である「呪い」を変質させることなく、遊びやすさと「将来に対するゲームの保存性」を高めたことで、シリーズの価値を現在へ引き継ぐ役割を担っている。結果として、アーケード由来の尖りを残しながらも、シリーズを総括する一本として最も安定した評価軸を持つ作品となっている。 シューティング部分としては、「呪い」を攻撃・強化・スコアのすべてに結びつけた、非常に分かりやすい方向性の内容となっている。敵に呪いを付与することで継続ダメージと得点効率が跳ね上がり、同時にプレイヤー自身も一時的な強化状態へ入る。しかしその代償として、行動の自由や安定性は確実に削られる。このリスクとリターンの釣り合いをどう制御するかが、プレイ全体の軸となっている。単純な弾避けや反射神経だけで押し切るタイプではなく、呪いを「どこで使い、どこで使わないか」という判断が常に問われる構造といえる。 前述の「操作方式の拡張」面も柔軟だ。従来の操作感を尊重したクラシックな方式に加え、ツインスティックや全方位ショットといった現代的な操作が選択できるため、システム理解に集中しやすい。結果として、元々のアーケードらしい緊張感を残しつつ、間口は確実に広がっている。 ステージ構成は強制スクロール一辺倒ではなく、位置取りや処理順を考えさせる作りで、古典的でありながら個性も強い。派手さよりも手触りを重視した設計で、音楽や世界観も含め、独特の空気感を形作っている。 尖ったシステムとアーケード由来の歯応えというコア体験部分を残しつつ、現代向け新規要素を加え、過去作も総括するという完成度を持った一本。短時間でも深く遊べ、突き詰めるほど理解が進むタイプのSTGを求めている人には、確かな満足感を与えてくれるだろう。 [quote][b]Check out our Steam curator ([url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]link[/url]) , YouTube channel ([url=www.youtube.com/curatorhhf/]link[/url]), and X(Twitter) ([url=x.com/hhfcurator]link[/url])![/b][/quote]
[h1]いいところ[/h1] [olist] [*]YO-KAI Discoが聴ける [*]新しく追加されたツインスティック操作がとても遊びやすい [*]他の弾幕シューティングと異なりスクロールが強制でなく、ステージを探索する楽しみがある [*]弱呪い弾(他作品でいうところのボム)は個数無限で何度でも打てる上弾幕を消してくれるので初心者救済になっている [*]キャラがかわいい [*][b]YO-KAI Discoが聴ける[/b] [/olist] [h1]よくないところ[/h1] [olist] [*]イマドキのゲームとして(元が2008年のゲームということを考慮しても)ちょっと不親切な仕様がある(ストーリーモードのセーブが残機も記録してしまうなど) [*]システムを理解していないとちょっと難易度が高く感じる(チュートリアルも不親切) [*]Xbox版でDLCキャラだった[b]のわ[/b]と[b]ルキノ[/b]がバランスブレイカーぎみ [/olist] [hr][/hr] ゲーム本編よりもBGMの方が有名と言われる本作。 Xbox360版とPS3版はどちらもプレミアがついており、遊びづらい状況が続いていましたが、 この度Switch、PS5、Xbox Series、Steamにてリリースされたことで気軽に遊べるようになりました。 [b]KAI[/b]という割には追加要素が少ない気がしますが(Xbox360版の時点で問題だったセーブの仕様も改善されていない) 機会がなくて遊べなかった本作を現行ハードで遊べるようにしていただけただけでもありがたいです。 昨日(執筆時点)開発が発表された[b]まものろ2[/b]ものんびり待ってますよ。
箱〇がもうダメになってるので手に入れるしかないというか、こういう古いゲームはCSで出されても世代交代で買いなおすかそのまま消えていくのでPCで出してもらえると助かる。 古いゲームなので新規の人は音楽が好きじゃないと楽しめないかも。
The best music always come from games involving ghosts. God I love dead people
全部最高で、本当にありがとうございました。
[h1]シューター入門用に最適の一品[/h1] NAOMI基盤だがゲーセンで実機を見かける事はあまりなかったまもるクンである。 ボムの代替えシステムのおかげで抱え落ちの心配ないのがポイント。 キャラのモデリングがアレだが逆に高山氏の2D絵が際立つと思えばいい 安井氏書下ろし楽曲のMEI-KAI Feverもいい感じ、これだけでDLC買ってもいいくらいである。
第一次玩还是在ps3上,那个时候只知道这游戏离谱的贵,按当时的汇率大致需要530rmb,赶得上很多任天堂第一方大作,很难想象一款打飞机游戏能有这种离谱的价格。会买的人大概是冲着安井洋介的妖怪迪斯科和人偶之心去的,那可是出现在各大美式鬼畜和脑腐meme的优质bgm。本家你未必了解,但是一旦在游戏里听到就是“长官我没能认出你”的惊讶。同时这款游戏的三种实体原声集也是贵的离谱,而且都是有价无市,三款走海淘大致花了我1000rmb。这款游戏的bgm可谓是安井洋介最出色的作品,没有一首听不过耳,其他的还有Qute的Eschatos、Ginga Force等等,只要有他的stg我必玩! 接下来是游戏性方面,这款游戏不推荐新手玩。难度和关卡数量挂钩,只有最高难度能享受全部关卡,成就需要普通难度一命通,最高难度一币通,练习模式只能玩五关。然后你将会看到stg里最神经病的情况——敌人都贴在你的脸上,把你压在底板库库乱射了,结果你的子弹穿过它的机体,没错,因为你们看似在对射,但在底层逻辑上,你子弹和它不在同一张图层里,你无法用子弹伤害它,但是会撞上。 离谱的不止这一点,故事模式需要全员出动,成就里写明了一面对应一个机体,这样才算通关成功,但是每个机体就只有一条命,一人败退直接换另一个人上,单面资源不够将当前关卡最早败退的角色轮换上去并保持队伍,也就是说,要打出剧情最完美的结局,每一面你有且只有特定角色的一次上场机会,且每过一关机体就要主动送死更换,不允许任何程度的失误。同时,这个逼游戏没有严格意义的炸弹,只有激活蓄力攻击才有消弹机制,任何机体的蓄力弹功能都一样,命中血厚的敌机就会滞留并持续伤害敌机,命中后的蓄力弹会滞留在场上,形成独特的领域,敌人在上面缓慢扣血,攻速变慢,同时机体在领域里会有很奇妙事情发生(偷笑)。听起来很难对吧,实则不然,以上都是原版和ps3版的缺陷,尽管steam版还是保留着这些惊人特色,但现在这游戏是堪比黄昏的天使的纯纯爽游。 此次的新版基于PS3版移植,本身PS3版就是一个很有诚意的加强版,此次更是追加了一个非常神的功能:360度的右摇杆射击模式!因此新版可以实现很多以往不能实现的操作,其中最强的就是蓄力射击可以往身后(和其他没有怪的地方)发出,只要熟练掌握按下蓄力(同时消弹)→右摇杆转到背后→松开蓄力,(只要蓄力弹发出且不命中任何目标直接离开面板)就可以实现几乎无代价的连续消弹,掌握好节奏的话可轻松应对各种高难桥段!这也让本作成为一款倒着走更强的游戏,我合理怀疑新版移植团队混入了恶魔城高手。虽然话是这么说,但本作冒险活剧模式的最后一个任务,仍旧算是相当高难度。此任务存在尸弹,不仅敌人会爆,连宝箱之类的可破坏物件也会爆,而且数量非常多,尤其第一关刚上来就极为劝退,几乎已经到了只要开火就寸步难行的程度,因此需要在一些场合中不开火猛冲才能避免不必要的麻烦。剩下的就是必须要无失误地做到上述的连续消弹,否则不小心把蓄力弹甩到敌人身上可能勉强还有一线生机,一旦甩到自己身上基本这把就直接银糕酥了。
I think i've forgotten to post a review here. This is one of my absolute favorite games ever, and still now, two months after the release, i can´t believe we actually got a steam port after all these years. Compared to the X360/PS3 port this is absolute peak gaming, the game runs smoother than ever and has every addition from previous releases + a sound test mode and the ability to switch between BGMs for each stage. An amazing port in my opinion. The game itself is peak, it has a great and charming artstyle with well-designed characters, the gameplay is really fun, the stages have paths or gimmicks that make the game stand out from the average linear shmup and the controls are really smooth... Do i even have to mention that the OST is amazing? every track is banger after banger and they're probably stuck on my mind forever. Even if it´s just an arcade game, the story mode and netherworld adventures give a lot of replayability to it, if you like shmups/STGs or arcade games i think this is a must play. It can be a really fun challenge on harder difficulties, just don't play it excepting it to be like Touhou, this is not too much like a bullethell. I don't usually make reviews, english is not even my main language, but i love everything about this game with my whole heart and i really want more people to play and enjoy this game now that it is way more accessible. After the release of ReCurse they announced development of a sequel to the game, and i can't describe how excited i am to get more content of this series. I hope this release gets more people into loving Mamorukun Curse <3
Хорошая клон Touhou? лучше чем сами Touhou, особенно из-за музла, не зря есть куча YTPMV, 音MAD (otoMAD), ремиксов, каверов, аранжировок, mashups и rips, да и сейчас до сих пор выходят, игра и так культовая, а теперь она наконец-то тут в стиме, возможно куплю даже физ копию диска для PS5, на свитч чё-то не вижу, только для плойки диск продают, ну ладно, для коллекцию подойдёт >:^)
[h3]게임보다 브금이 너무 압도적으로 더 유명한 게임.[/h3] 게임을 대차게 말아먹은 것이 그 이유인데, 직접 플레이해본 감상으로는 "그럴 만 했다"가 결론입니다. 캐릭터는 씹덕 타게팅이지만 모델링은 슈퍼 마리오 64보다 나은 정도고(*참고: 2008년 게임입니다), 적들은 반대로 공포게임에 나올법하게 생겨놓고선 쓸데없이 퀄이 높아 꽤 기괴한 조합을 이룹니다. 저주 자기강화 효과음은 지나치게 시끄럽고 안어울려 불편하고요. 디자인 외의 게임플레이만 본다고 해도, 초록 잔디밭에서 초록 개구리가 초록 탄을 발사한다거나, 점수템이 너무 알록달록해서 탄막이랑 햇갈리기도 하고, 20초씩 때려야 부서지는 장애물이나 예고도 없이 날아오는 즉사함정이 나오는 등의 문제도 있습니다. 그러면 이 겜은 개똥겜인가? 라고 묻는다면, 글쎄요, [i]그정돈가?[/i] 수준이긴 합니다. AVGN의 똥 척도로 치자면 1단계 정도로, 흠이 있는 게임이라는 사실을 이미 알고 접근한다면 생각보다 꽤 재미있게 할 수 있습니다. 아케이드 슈팅게임 잘 만들던 사람들이 내놓은 작품이라 그런 걸지도. 난이도는 생각보단 높은 편인데, 듀얼 스틱으로 이동과 사격각을 동시에 조작하는 벨트스크롤 방식과, 저주탄 시스템 2가지 요소가 익숙하지 않다는 점이 꽤 큰 영향이라고 봅니다. 다만 조금 익숙해진다면, 저주탄의 탄막 소거 및 자기강화 능력으로 난이도를 상당히 낮출 수 있습니다. 피격 판정은 따로 표시되어있진 않지만, 대충 중앙에 작게 있겠거니 하고 플레이하면 대충 피해지는 수준. 와중에 게임 소개문이 [b]"YO-KAI Disco에 모두 모여라!"[/b]라고 하는 걸 보면 지들도 음악만 좋은 게임이라는걸 알고 이식한 듯한 느낌입니다. [b]결론적으로, 이 게임의 음악을 좋아하는 슈팅게임 유저라면 해볼 가치는 충분히 있습니다.[/b] 추가로, 해당 조건에 맞는 유저라면 Qute사의 슈팅게임 3작품인 ESCHATOS, Ginga Force, Natsuki Chronicles도 순서대로 추천합니다(스팀에 있음). 같은 작곡가가 참여했기 때문에 비슷한 느낌의 명곡을 들을 수 있거든요. 덤1) 상점 페이지 설명과는 달리 [b]키보드를 지원합니다.[/b] 다만 옵션에서 듀얼 스틱 조작을 꺼야 하는데, 이러면 에임을 이동방향으로만 맞춰야 하기 때문에 패드에 비해선 불편하기 짝이 없긴 합니다. 호밍탄 쏘는 캐릭터인 노와를 쓰면 괜찮을지도... 덤2) 욱일기 문양이 있다고 해서 찾아봤는데, 강조선과 둥근 원이 동시에 표현된건 갤러리 특전 그림 중 먹구름 속 빛나는 달을 표현한답시고 노랗게 그린거 하나만 발견했습니다. 이 정도면 정치성향 그런거 없이 그냥 별 생각 없던 것 같은데, 그래도 거부감이 있을 사람이 있을 수 있으니 참고하세요.
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