Blue Wish Resurrection World Record and Analysis

An unexpected blog post this week! Yesterday I managed to achieve my third bullet hell world record to date, this time in the very popular “Blue Wish Resurrection”. Score Rush was quite a substantial shmup in terms of player base, but Danmaku Unlimited 2 was somewhat smaller in its visibility, but this is almost certainly the most visible world record to date, or to put it another way, is probably a game played more than both of my previous two record-games combined. This blog entry is therefore the now-standard world record analysis post, with lots of gifs and the video (just below), and some thoughts about what I’m going to be playing next. Enjoy!

(For those wondering about the next regular URRpdate – that’ll now be next week, and now somewhat larger than it was otherwise going to be).

First Level Optimization (00:15)

The first level only takes a moment to restart if I screw it up, so in the first level you’ll see me really pushing my luck in a bunch of places because there’s very little to lose at this point (and also because I wasn’t really playing for the record yesterday (!), so I was actually probably taking more risks than I usually would anyway). In the gif below you can see me pushing right up against the top of the screen in order to kill things as quickly as possible and open up the “point well” – that thing in the left pillar spewing out golden cubes – as soon as it comes on screen. For the rest of this level I spend almost all my time near the top of the screen, as you get points for the golden cubes enemies drop and they decrease in value the longer they take to pick up, so you’re encouraged to kill things up close. The time I don’t spend at the top of the screen I spend waiting until there are enough bullets on screen to be worth converting into points (when large enemies are killed), or killing enemies at a particular speed/pace to maximize the points I get from them. This was one of the best playthroughs of the first levels I’ve ever had – though not the best ever – but more than adequate to continue with. I think a truly perfect playthrough, however, would be something like 100k points higher.


Second Level Mid-Boss and Boss (03:50 and 06:10)

The second stage has a few slightly tough sections. The mid-boss (shown below) is quite interesting in that it consists of five parts – the main body and four little turrets that directly target the player. When you destroy each of those turrets, the bullets surrounding them (though not on the entire screen) get converted into points cubes, so it became clear I needed to kill this in a sufficiently optimal way that I could get maximum points from these smaller segments. As such, you’ll see here I hug the edge (which is slightly scary) whilst destroying the right-most turret, then destroy the second one when the boss does a “splurge” bullet attack at the exact right time to get a full conversion of those bullets into score cubes, and then (in the video) I kill the other two close up to maximize the bullet conversion there as well.


The second boss (i.e. the boss at the end of the second stage) is has the first attack that I would say is genuinely tough, which is this final attack. It fires bullets in four directions which then fire a range of smaller bullets at an angle that’s very unusual in shmups, as you far more ordinarily get bullets coming straight down, or at least straight at your ship (or where your ship was when the bullets were fired). In addition, these chains of unfurling bullets are then fired directly towards the player’s ship, which makes it harder to stand in one place for two long just moving up and down, which would probably be easiest, and instead gets you to move side to side. I think there was a particular dodge in this boss fight that turned out to be weirdly close, in the end, but this phase went well, and by the end of this phase this playthrough was starting to look pretty decent.


Third Level Boss (08:40)

The stage 3 boss is, to me, the real transition in the game from fairly easy stages to very hard stages – there’s a big spike from the middle of stage 3 (and everything before) to the end of stage 3 (and everything afterwards). The third boss has a particularly difficult final attack, shown in the gif below, in which bullets spawn extra bullets of various sorts, some just spewing madly around the screen and some targeted directly at the player. Trying to “re-stream” – to stop tapping left and start tapping right, or vice versa, and therefore cut across the current line of bullets trailing you – is especially hard in this attack, but I’ve found that moving as slowly as possible both reduces the number of re-streams you have to pull off, and also makes the “wall” of bullets less challenging to break through. It’s still a pretty crazy attack, though, and it’s a real trap for newer players who will always think that moving more is the best way to play these sorts of games.


Fourth Level Mid-Boss Final Attack (12:15)

Not much analysis here, other than to say that the attack below is one of the toughest in the game, I think; it’s very fast, the pink bullets are quite large, the blocks of purple bullets are even larger, and there’s very little relationship between how the two elements are aimed, which makes it basically impossible to rote-learn a way through – in turn, one has to just reflex it every time. Right at the end of this attack I actually took a slight risk, since I expected to have killed it already and I was moving up screen to maximize my points from the subsequent bullet conversion, so almost died! Happily, though, this didn’t happen and the mid-boss did, indeed, expire a second later, but if you watch the video, you’ll see this moment just before the mid-boss explodes.


Fourth Level Boss (13:25)

Whew, Boss 4 is very tough. None of its attacks are trivial, but the two I’ve outlined here are definitely the toughest. This first one has the boss’ four “wheels” spin around it, each of which fires out chains of light bullets in a pattern that also rotates independently of the wheel’s rotation, and spew out a chain of dark purple bullets, and the main part of the boss fires groups of three lines of thin bullets from its middle, its left, and its right (if you watch the gif you’ll be able to see everything I’ve just described). This is a super-difficult attack due to the volume of bullets on screen, the different patterns and trajectories they all follow, the risk of bullet overlap (one bullet being hidden by another bullet) and just the general confusion of the whole thing. This is one of the very, very few parts of the game I actually just learned a precise set of moves for – the game is deterministic, after all, and this attack always looks the same each time as long as the player moves the same way (since many bullets are aimed), and so I managed to figure out a particular sequence that gets me through this nightmare safely.


And then we have this attack, which just looks completely ridiculous until you look more at it… after which it continues to look completely ridiculous. Basically, there are five lines of bullets too dense to move through being fired, and then dozens of lines of bullets being forced from the two sides of the boss at various angles. Navigating this nightmare involves placing yourself between the thick lines and being able to see where the lines of circular bullets with gaps will next be crossing over, and then crossing through them, without letting yourself be squashed against the walls of bullets. This was an attack that continued to give me trouble even as I got close to a world record standard, and it’s easily the hardest attack in the same outside of the final boss… and maybe actually the hardest attack per se? It’s hard to say, but it’s damned tough – and I found it too fast to learn a sequence for, so this is just pure reflex every time I play.


Fifth Level Pre-Boss (18:10)

Before the final boss these two particular enemies spawn, and I’ve always found their attacks weirdly impossible. I think I’ve only cleanly dodged them without losing a life or using a bomb once or twice, and that’s just not consistent enough; however, using a bomb converts all the bullets into score cubes, and with such a large number of score cubes on screen, I realised that it might not actually be the worst idea to use a bomb here deliberately to clear out the screen. You get extra points at the end of the game for each bomb unused, but I’m pretty sure that doing this gives us roughly enough extra points to offset the points lost at the end – and ensures I don’t die!


Fifth Level Boss (19:00)

Ah, the final boss. Considering the final bosses of this game, DU2, and Score Rush, I think this is probably the hardest, though the DU2 final boss is a very close second. The first two phases you’ll see on the video are trivial, but then this (the below gif) phase begins, which is the other phase with a legitimate claim to being the hardest phase in the game (just like the final attack of the Stage 4 boss). This has thick lines of thin pink bullets that constrict the player’s movement to within only a small chevron of the overall space on-screen, combined with massive swirling chains of purple bullets, and a chain of thick purple bullets being “washed” back and forth across the screen from the middle of the boss, and some aimed lines of pink bullets coming from either side of the boss (which, weirdly, are often the toughest part to avoid). It’s pretty rough, and I tried to create a particularly sequence to survive, but again, I found it rather tricky to emulate, so this is mostly reflex with a few small rote-learned elements. A lot of this attack is about making sure you move into the next segment you’re being pushed towards at a particular speed; too slow and the impassable lines of bullets will catch with you and kill you, but too fast and you’ll be stuck waiting around in one area whilst all the aimed lines target and destroy you. It’s a careful balance to strike, and one that took a lot of practice.


There are then three other attacks between the above gif and the below one, both of which are tough and tricky, but doable – this final attack, however, looks like a complete nightmare, but is actually remarkably workable. Basically, the boss is firing the dark purple circular bullets, and those spawn the pink bullet-shaped bullets, and the boss also fires thick lines of pink circles directly at the player. This is one of those attacks where you actually want to move as little as possible; a lot of the bullets drift off the sides, the purple circular shots are few and far between, and the aimed chains of pink circles take quite a while to get to you, so broadly speaking I basically try to slowly drift from one side to another during this phase, and to always choose to take a tiny “gap” between two pink bullets than to make a larger dodge. By moving very little in this attack, therefore, I only really have to focus on the bullets in my immediate vicinity, which move relatively slowly and are very predictable in their movement, and that transforms this completely mad-looking attack into something remarkably doable (believe it or not!).


What next?

Well, that’s a third world record. When I started playing these games I wasn’t really expecting to get more than one, and certainly not in a game as well-known and well-played in the genre as Blue Wish Resurrection, so I’m particularly proud of this one. Naturally, different world records are “worth” different amounts depending on the volume of players, but I don’t know of any Western players who has ever stacked up three world records, two of which are in games that certainly have substantial playerbases. Equally, although I’m getting “older”, I do seem to be accelerating; I played Score Rush for two years before getting the WR, Danmaku Unlimited 2 for a year before getting the WR, and Blue Wish Resurrection for only six months before getting the WR. If this pace continues, another world record will appear before the end of the year… but I don’t think that’s realistically likely, especially as for the next month I’m primarily focused on finishing URR 0.8, I have papers to finish, and an entire book to write, so I wouldn’t expect a fourth WR until some time in 2018. Nevertheless, I will next be pursuing the Hard Mode world record in the excellent and profoundly hectic Cho Ren Sha 68k…


…but first, I’m scheduled to play Blue Wish Resurrection at this year’s FDG/DiGRA conference, so I need to make sure I stay at the top level for just another few weeks until I can discharge that obligation! And then I’ll get onto CRS68k.

See you all next time for a return to standard URRpdates! (And a substantial one, at that, with lots of sentence generation, the conversation system, etc)

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6 thoughts on “Blue Wish Resurrection World Record and Analysis

    • That’s a really interesting question! I don’t have a great answer, but I have a few thoughts. Firstly, I think firstly twin-stick shooters tend to have less integration for high scores and the like, and often have some element of randomness, which limits high-score competition; secondly twin-stick shooters tend to be a newer thing, so lots of shmup players are used to older “classic” one-stick shooters; and thirdly… well, I don’t actually have a thirdly. Those are both off the top of my head, but I suspect they both have something to do with it.

  1. May I ask what music did you use for the video?

    I recognize the boss music from DoDonPachi Daifukkatsu, but that’s about it.

    Great job on the WR by the way!

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