Blue Wish Resurrection Plus



Blue Wish Resurrection Plus (or BWRP), is the 5th game created by x.x game room, an indie shmup developer. Their games are very heavily inspired by Cave's design philosophy. This game in particular has a lot of similar bullet and ship designs as the DoDonPachi series. It was released on PC as freeware game, and it's a remaster of Blue Wish Resurrection from 2006.

The game can be downloaded on vector.co.jp, itch.io or archive.org.

Gameplay Overview
BWRP is a vertical scrolling bullet-hell shmup with many design cues taken by CAVE games, as many shot types, enemy formations and bullet patterns. BWRP is basically a remaster of the original BWR game from 2006, which now has recolored textures on enemies and stages and new features like Wait control for slowdown, Accel setting can be activated on all modes and a new ship resembling attacks from Eden´s Edge It has up to 5 levels of power up, and the player can hold up to 6 bombs. There are 2 shot types, focus shot and unfocused shot. By mashing the Shot button or holding the Auto-Shot button, the player will do their unfocused shot, and when the Shot button is held, the player will do their focused shot, and the ship's speed will drop, while also revealing its hitbox, much like other indie shmups like the Touhou series.

The game has by default a "Guard" mechanic put in place which can be turnt off in the options menu. When the player is hit, if they have at least one bomb in stock, a shield will cover them for a while, at the cost of one bomb.

Bombs are either big blasts that cover a portion of the screen (Unfocused), or increase the range and damage of the shot types (Focused), depending on when the player bombs.

The game has 3 difficulties:

Heaven: Akin to Novice Mode in other shmups. Heaven BWRP are one of the better shmups for complete beginners of the genre.

Original: The base difficulty of the game.

Hell: Acts like the Ultra setting in the Mushihimesama games, with a substantial increase in enemy bullets.

There are no loops to be found, and the game has only 5 stages. If the player gets a No-Miss clear on Hell difficulty, they'll fight the True Last Boss of the game.

The player starts with 3 total lives. The player can gain one extend after every 5 Million points

Ships
''Note: Ship stats are rough stimates until more concrete data is found. Research needed.''

'''The titular ship is very similar to the Type C ship in DoDonPachi games, with a wide shot for its unfocused shot, and narrow array for its focused shot. It is a very easy ship to use, but its damage is overall lackluster when compared to other ships.'''

'''Blue Hope has very little spread on its unfocused shot, but both shots have good firepower, making this ship the most damaging one no matter the situation. Their good damage makes them great for boss fights, but stages may get complicated if the player doesn't know enemy placing and stage layouts.'''

'''Blue Peace is a fairly unique ship, dealing more damage when unfocused, and having better screen coverage while focused. Their stage performance is excellent, but their low damage when focused makes dealing with high HP enemies or bosses trickier.'''

'''Eden's Edge is a really un-orthodox ship, with some similarities to the Trace option found in Mushihimesama. The dynamic way the options track movement can make for makeshift screen coverage, or high damage if the player can stack them on top of each other. It heavily rewards knowledge about stage layouts to use every option formation to the fullest'''

Score Items
The score value of the cube items obtained from destroyed enemies will variate depending on how quick they´re collected

Score items have a base value of 100, and spawn with a multiplier of 8x, quickly decreasing to 1x depending on how far away from their initial spawn location they are when collected. Thus, the closer you are to the source of the score items, the larger amount of score you will receive upon pickup.

The multiplier is applied both to the base score from the item, and the amount added to the item counter in the top right of the screen. For example, an item collected at its initial spawn point will have 8x. Thus, it will award 800 points and increase the item counter by 8. If another score item is collected further away, with a multiplier of 3x, that next score item will award 300 points and increment the counter by 3. As a result, the player would have earned 1100 points and 11 score items, which are totaled together for the end of stage bonus.

The Item Counter
The game also has a chain/combo system of sorts, indicated by the score item counter in the top right of the screen. The counter will increase as the player collects score items. If they are hit, activating an Auto-Guard shield, the counter will decrease by roughly 33%, or 1/3rd its current value. If the player ship is destroyed, the item counter will decrease by 50%, or half its current total value.

Notably, bombing does not decrease the counter. Bombing converts all bullets on the screen into 1x score items, which will auto-collect to the player. Only the bullets canceled by the initial bomb activation will do so. Bullets canceled for the duration of the bomb will not convert to score items.

During boss fights, the item counter will quickly decrease. Bombing during a boss fight freezes the counter briefly, and as it both can assist in defeating a boss faster and increasing the counter via canceled bullets.

However it should be noted that bullets canceled by destroying large enemies or boss phases/parts will apply the item multiplier to converted items, whereas canceled bullets by a bomb will always have the base value of 1x. Likewise, Bombs and Auto-Guard uses also influence end of stage bonuses, which may be worth more than the benefit of using them for collecting items. (As 1 bomb is worth at least 60,000 in bonus, one would need to have a positive increase of at least more than 600 score items collected at base value for it to be worth bombing for scoring purposes.)

Stage Bonuses
Note: The following values are for Original Mode Bonuses are totaled and then added to the player's current score.

''The Shield Bonus is dependant on the Auto-Guard feature in some way, and applies even if Guard is set to Off in game settings. It decreases as Auto-Guards are used, but the exact formula is currently unknown.''

References & Contributors
Page Contributors: JSAV2006STG(ABC) Short demand Laurabuzz GoldyDorado01 Xeirla