Terra Force
Manufacturer: Nichibutsu
Year: 1987

the first stage looks like Terra Cresta

Maybe Moon Cresta wasn't enough to astonish the worldwide videogamers at the beginning of the Eighties... maybe Terra Cresta wasn't yet enough to make them even happier five years later... of maybe game designers at Nichibutsu's needed one more videogame in order to complete their most famous shoot'em up saga. So here it is: the third, final chapter is named Terra Force, and this time the story comes to a real, shiny ending... or not?

The background story to this videogame is the most unknown we could imagine. By watching at the animated intro appearing in demo mode, we can simply figure out that as an interstellar ship pilot you get off in a hurry, pointing to some mysterious planet, in order to fight a huge number of enemy crafts, mostly having mechanical/robotic aspect.

Battle is engaged everywhere, both in the skies and the underground, even in the depths of underwater abysses. This is probably possible because your starship fears not any environment, and can swiftly become a fast submarine.

Power-ups can be acquired by destroying entire waves of colourful enemy crafts, and the kind of pick-up depends on their colour: red (laser), blue (bombs), green (speed). Each value can be powered by three times, after which you'll get different icons worth bonus points instead of additional power.

You'll eventually want to grab really peculiar power-ups as the necessary blue shield (graphically terrific), the rare "drones" which multiply your ship's shooting capability, and the classic smart-bomb which disintegrates all the on-screen enemy crafts in a nano-second.

subterranean boss
a quite crowded dark cavern...

Let's now talk about the strongest point of the game. A first-level bomb is powerful enough to open a crater in the ground/sea, and allow your ship to enter the dangerous planet's innermost caverns. Bombs are almost useless when flying in open-air stages: they won't hurt any enemy, and their sole task is opening craters leading underground. By flying over the "IN" icon, your ship enters and scrolling direction and gameplay change completely!

I said not just scrolling direction changes: combat style must then fit the newly started condition where more enemies attack, the "safe area" is reduced in size, enemies come from any directions and they resisist much better to our laser shots. You can finally use your bombs properly, which acquire a darn powerful offensive capability against ground-moving enemies (explosions do have a real impressive aspect!).

Passing from a vertical phase to a horizontal one (and vice-versa) isn't always left to the sole player's choice. Finding yourself at the end of a vertical phase and seeing an earthquake opening the ground and sucking your ship inside is not uncommon at all; it might also happen that your ship is blowed outside of a horizontal cavern soon before or after encountering an area boss. Either way, you'll be able to exit a horizontal phase anytime, since cracks often appear in the top of the caves, leading your starship to the sunlight.

A few words about game design. Such a powerful video hardware, capable of rendering 320x240 pixels at 11-bit colour depth (2048 colours), is a real paradise for shoot'em up designers. Scrolling works perfectly and parallax is always there, often featuring two or three scrolling layers.

let's destroy this mothership!
get the red pod quickly!

Enemy ships, bio-mechanical creatures and backgrounds are great both in design and animations. The coloured ships fleets bringing power-ups, and the "transformer" robot appearing in the caverns are especially well-animated. Backgrounds vary from deserts to oceans, from subterranean electronic bases full of spores to synthetic/organic environments recollecting the Giger's style.

The audio part of the game is a real state of the art. If your cabinet/PC is provided with a good hi-fi, and basses are fine-tuned, well sound effects acquire an incredible quality: explosions are the most possible real you can figure, and the sound of lasers cutting the air and power-ups jingle fit perfectly this genre of videogame! Tunes are deeply immersive, their rythm is great and pleasant melodies hold a perfect atmosphere. Furious action is in fact greatly accompanied by adequate sounds.

The videogame itself is much attractive, and I have to admit the changing of phases increases fun a real lot! Two different ways to fight the same battles actually offer an endless challenge due to the variety of possible combinations. Also, action never stops: no in-game cuts, no pauses, no satisfacion is brought to the player after beating a boss... the game has to be tasted as a continous whole from the beginning to the end but... there's a little prize for the braves: the ending sequence offers nothing but a short animation leaving all to the player's imagination and a bad taste in his mouth. What a pity...

going towards final battle...

flyer

 

Ratings

PRESENTATION: 59%
Very nice "anime-style" animated
screens but... story and gameplay
are not explained at all.

GRAPHICS: 77%
Colourful, metallic, nice
sprites design. Little original backgrounds though.

SOUND: 73%
Powerful and appropriate
sound effects. Sound tunes
are nothing exceptional.

ORIGINALITY: 72%
The combination of vertical
and horizontal scrolling is really
cool, but there's too little more.

HOOKABILITY: 79%
Shoot'em up lovers will love
the idea of the "2 in 1" gameplay,
but other players might find
it little attractive.

LASTABILITY: 72%
Not so hard for a professional,
but quite impossible to complete
for the averages. Gameplay keeps
almost all interested though.


OVERALL: 75%
A great idea, beautiful and refined
design, it would be a perfect product
if it had little more additions.

MADrigalTerrific, involving and extremely satisfying in both graphics and sounds design: this videogame still has its own place in my heart. As seen through todays players' eyes, it might look all but innovative, but I totally disagree what Zaxxon1 and Redhot say (read below) about the sense of "deja-vu" they feel when playing this game. Let's just keep in mind the game was released in 1987, so how can we say it didn't innovate the videogaming panorama? No other programmers ever thought of a bi-phasic vertical/horizontal scrolling shooter. I only remind of Capcom's Legendary Wings coinop, in which a vertically-side scrolling shooting phase alternated with a horizontally-side scrolling (quite boring actually...) platform phase.
Great playability, wonderful graphics and powerful sound effects (superb explosions!), innovative, well-balanced difficulty level (easy at start, very hard to complete!)... that's why I feel this videogame owes a real top score: try it!

RedhotTerra Cresta grew up. Game graphics recalls its predecessor: your ship and enemy sprites look almost the same as the previous game. OK, graphics are better, but you'll soon experience a huge sensation of "deja-vu". However there's some ehnancement that makes the game a little bit interesting: it finishes... er... No, just kidding! The combination of horizontal and vertical shoot'em up actions is the most interesting feature of this game. This is not a real innovation, but if you consider the capability of switching between the two modes by just using a slightly powered bomb, you'll find much entertainment with this feature. I found this product a little bit boring after a while: enemies and bosses are almost the same in all stages, and this is no good for lastability. I think you can try it and have fun with it, but I also think it won't become one of your best favourite games.
 

Zaxxon1Another vertically-scrolling shooter... weren't there enough of them? Except for the scroll changing feature, that's the main news in this sort of videogames, it reminds me of Konami classic Nemesis, released two years before Terra Force. Also, the vertically-scrolling phase is not much different than Terra Cresta. So it's basically two videogames in one, both being little innovative.
By the way, playability is fairly good - if your ship is well-armed of course, or you'll discover enemy fire is a real danger... and game might become frustrating quickly. Graphics and sounds are decent, all but stunning.
I recommend this videogame to true hoot'em up lovers, though I prefer its predecessor... this is nothing but a pale attempt to renew a truly abused game concept.
Roy JonesGameplay is extemely simple: no supershots, alternate lasers, megablasting bombs and so on... one only type of bomb and laser and three available kind of power-ups. What else... presentation is simple too (looks like designed by a 12-years old kid), but luckily enough it has two great features: music and the horizontal/vertical gameplay hybrid.
Sound tunes have brilliant atmosphere and rythm (music itself is well worth playing the game!) and the alternate scrolling phases are wonderful: as you bomb the ground, a crater opens and you may enter where the "IN" icon appears. Horizontally scrolling underground fighting phases await for you... this had to be necessary for such a videogame because there's nothing else than this: forget about playing in cooperative with a friend... this is a "solo-player" videogame!
Try it to just enjoy the great musics.
 

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