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Manufacturer: 
Year: 1987
 |
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.
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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.
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 |
 |
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!).
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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.
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 |
 |
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.
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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...
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 |
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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.
Terrific, 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!
Terra 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.
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