Reika's bomb is "Time Stop", which allows her to freeze all movement on-screen except for herself (and the other player in two-player mode), and destroy enemy bullets by shooting at them. Reika's shikigami attack is using the diamonds to fire an continuous stream of bullets, which can either, by the player's choice, stay straight, or travel in multiple directions. She was one of the first original human female protagonists to visibly headline a video game (well, for some values of 'original'). The laserdisc coin-op told the story of Reika Kirishima, a heroine of the year 4001 who chases a villain across the aeons while enduring slapstick pratfalls. During High Tension, the rings become red and larger. 1985's Time Gal was a Japanese answer to Dragon's Lair. Reika's signature attack is, using two large sapphire diamonds, firing large halos at enemies. She wears a brown cap, a red vest, a white camisole, socks as gloves, a white and red skirt with brown lace, black boots and black and orange leg warmers. She serves as the mascot for the Nintendo Wii version, being featured on the box artwork for all regional versions. She first appeared in Shikigami no Shiro III, but was originally from the laserdisc arcade game known as Time Gal. Along with Thayer's pouch (a bag of holding) and the blood sword of Iscar from Thayer's Quest, Dragonfang, Dirk's armour and some treasure from Dragon's Lair, Space Ace' blaster, and Reika Kirishima's laser pistol from Time Gal.Reika "Time Gal" Kirishima is a major character in the Shikigami No Shiro series. At the end of Braindead 13, Karen drove out of Arcadia, and out of the Hedge, in Lance's van, seen in the final scene of that game she chose the game order, putting that one last precisely so she could claim that van. Your choice, voice." Given the choice between a satisfying end to a story or a tedious, long-drawn-out non-ending, the Keeper agreed to the deal, with some further negotiations to hammer out the details. It's that, or I just stay here in the staging area. Except that this time, whatever I get in one adventure, I can keep. I do one last run, all of them, then I'm out of here. I've mastered these things, so there's no more fun you can get out of me. Karen basically earned her freedom by being boring she got good enough at enough things that she could get through her adventures reliably, without getting killed or severely injured, and eventually said to the Keeper she knew only as a voice with no definite gender characteristics, "Look. So, she played the games, from the inside, in expanded versions of the implied settings, for twenty subjective years (though that time includes "vacations" in a particular period in Time Gal). So the Keeper put it to her plainly: Play or die, of thirst and hunger, over and over again. Her Keeper spoke out of empty air, saying that she was chosen to save a magic realm, and she didn't buy it. After the shower, she discovered her Earthside clothes were gone, replaced by Dirk's mail from Dragon's Lair. Leaping, chattering death's-heads chased her into a cottage, keeping her trapped until after she drank Arcadian soda, ate Arcadian cheesies, and showered with Arcadian soap and shampoo. She was abducted because she played a perfect game of Dragon's Lair, then left the arcade while the sun and moon both shone upon the door (this is actually a fairly common thing), finding herself in a dark, overgrown wood, thick with brambles. But what might her 2e Kith and Seeming be? In 1e, she's an Ogre (her Durance involved getting killed a lot, usually painfully), Bloodbrute kith (weaponise everything is extremely valuable in a Durance like that). She won her freedom by going through all the games perfectly in a long, marathon session, then got in the van of the last game's player character and drove off, out of her Keeper's Realm, into the Hedge, and finally back to Earth. Short form: the character spent twenty years (her time) playing through extended-setting versions of the laserdisc video games that were popular back in the 80s.