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The Laser Guide to Video Games |
Terra Cresta II (PC Engine - 1992)
Tatsujin (PC Engine - 1992)
These vertically scrolling shoot-'em-ups were released at around the same
point, arriving later in the PC Enigne's lifespan. Heading towards its peak,
both titles offered players highly-developed, sophisticated examples of the
genre that played to the console's strengths from both aesthetic and
technical standpoints. Nihubutsu's Terra Cresta II takes inspiration from
its predecessor and built on it substantially with impressive new elements.
The basics are straightforward, you pilot your ship through a series of
stages filled with opposing forces lined up against you. Terra Cresta II
features an array of surprisingly smart foes that seem to fly at you in
formations. The game's enemies consistently anticipate your moves, and you
have to stay alert for the most part. An effective counter-strategy is to
learn enemy attack patterns so you can counter thier moves.
As in the first game, the main focus lies on its elaborate stacking system
of power-ups. These can be collected through shooting numbered pods
throughout each stage. Enabling these allows you to fire in one of two ways.
Either with an enhanced shot that cuts through enemies faster than standard
fire or more interestingly, with side-armed weapons. These appears as pods
at either the side or in front of your ship. Steering these add-ons
alongside your ship is can seem a little tricky, but allows you to confront
enemies not directly in front of you. The advantage allows you some
protection from their attacks and gives you the ability to wipe out the
formations before they converge on your position.
You can use these super-shots at any point once you've earn them but they're
limited for a short time, so its best to use them wisely. At the top of the
heap, are the devastatingly effective Phoenix-style power-up that transforms
the ship into a super-powered bird shooting out massive waves of flaming
arrows in all directions. This super-weapon comes up rarely but gives you a
limited invulnerability that allows you to sweep right through enemies with
little effort. It adds a level of excitement to the gameplay that gives you
a temporary breather from the normal shooting action, but its not enough to
make Terra Cresta II a cakewalk. This approach maintains a good balance and
keeps you motivated. This is especially true once you reach the later, more
elaborate stages.
Terra Cresta II's stages are designed in such a way as to incrementally
increase the challenge. Standard enemies put up quite a fight and some are
very difficult to beat and will fire directly at you. Making them more
dangerous comes in the way that they attack in waves, making it difficult to
avoid their line of fire. Multiple shots seem to aim directly at the player,
and locating a safe zone takes practice and memorization. Using the
side-wing power-ups effectively also takes practice, since their
occasionally awkward placement isn't always located in the ideal position.
This sets the stage nicely for the gane's boss encounters that are both
entertaining and challenging.
You'll face off against some fairly intimidating foes that attack your ship
with unexpected techniques. They can emerge suddenly from the side of the
screen, causing significant damage that can seem impossible to avoid, at
least at first. Memorizing their attack patterns and getting out of their
way is the best strategy, though it might take several attempts before you
can beat them consistently. Terra Cresta II's structure is a little more
forgiving than some of its contemporaries in that you aren't penalized
excesssively for a single shot, instead damage only reduces and degrades
your ship's accumulated firepower. This makes it easier to recover from
small mistakes, though there are obviously some areas where you neeed really
good responses to pass through.
Nichibutsu did an excellent job in this console conversion, and its
excellent presentation makes it one of he more polished shooters on the PC
Engine. It's fluid controls and responsive interface benefit from the PC
Engine's hardware. Smooth scrolling backgrounds showcase an impressive style
and design and the game unfolds with no slowdown evident, even during more
intense sections with many enemies on the screen simultaneously. Terra
Cresta II offers a few extras including time attack modes which are fun
diversions that should keep your interest levels for short bursts, but also
make good training sessions for the main game. Surviving these modes while
gaining a high score is challenging, but helps sharpen your skills.
It's a consistently entertaining and challenging game, and maintains enough
appeal to keep you playing though its many levels without feeling cheap or
gimmicky, making Terra Cresta II one of the more enjoyable titles for the PC
Engine. However, there was another outstanding title released that year in
the outstanding Tatsujin, a horizontal shooter from Toaplan that's nearly
its equal in most aspects. It takes some inspiration from the classic Raiden
but adds a few uwists of its own. Like many other horizontal shooters, the
game casts your lone fighter against an array of aggressive foes. Your basic
weapons are effective for the most part, but the power-ups are needed to
help you survive. Its unique looking approach to its super-bombs helps to
differentiate it from other system.
Tatsujin's power-up system is a traditional stacking model, making
progression straightforward for the most part. Standard weapons build up
power quickly with increasing range and firepower until you have
multi-tiered weapons firing in tandem sweeping through most of the screen.
Once you've fully charged your weapons, they become quite powerful, allowing
you to make quick work of the ground-based and flying opponents in your
path. As in many of the better shoot-'em-up titles, the best strategy is to
memorize their patterns and abilities while keeping an eye out for the
unexpected. Tatsujin's enemies seem to have a bit more sophistication in
terms of their AI. This leads to an seemingly more random, unpredictable
attack pattern that are more difficult to anticipate. Helping you along on
your mission, you have a limited number of super-bomb attacks.
Instead of a random explosion, you have a giant skull portal that appears
onscreen for a few seconds that destroys anything in its path. This allows
you to clear out sections quickly and easily but you need to be careful.
Your ship isn't invulnerable and can still be destroyed if it comes into
contact with enemy fire. There are a limited amount of these avaiable during
each stage. An effective technique is to caerefully time their deployment.
Using them up to early means you'll find yourself heavily attacked with
little recourse. If you aren't careful, you can quickly find yourself
cornered by multiple opponents without an easy means of escape during the
tougher sections.
This can be frustrating at points, especially when you encounter some of the
heavier fire, but a skilled player should be able to navigate through with
some practice. Its difficult can ratchet up quickly, especially during the
latter sections, and tis can be frustrating, Its a little bit harder to
progress than Terra Cresta II since you're destroyed with a single shot.
Losing a ship mearks a huge setback, when you have to retrace a singificant
distance, which can feel like a harsh penalty. Taking a few additional
attempts usually reveals the weakness you missed, making it easy to progress
after you learn eacj level's terrain and structure. There isn't as much
leeway in this game, but its harder difficulty makes for a hard, but not
insormountable challenge.
Its play balance and controls are finely tuned and its harder difficulty is
a function more of its skilled placement and relatively smart AI, the
challenge isn't excessive so success is satisfying and reached with
memorization. The game is consistent throughout and this makes it enjoyable
for its own sake. Tatsujin's level design and structure are finely balanced
and the game unfolds at a steady pace. Enemies come at you with consistent
patterns and formations while the placement of its stationary weapons is
somewhat predictable. All of this combines to create what can be considered
an almost traditional approach to the shoot-'em-up genre. Its structure and
style take good advantage of the hardware and the action flows smoothly.
The gameplay is fairly solid and challengine but these standard shooting
modes are broken up occasionally when you unleash Tatsujin's trademark
weapn, the massive skull-bombs that explode off the screen and give this
shooter a distinct personality. From a presentation standpoint, the game's
impressive, speedy play is complemented by well-drawn character designs,
detailed backdrops and fluid animation that uses of the PC Engine hardware
effectively. Tatsujin's fluid animations make for an exciting visual appeal
that's immediately appealing and doesn't suffer much apparent slowdown,
making for a smooth playing experience. A hyper-soundtrack helps to keep the
momentum going while a range of sound effects are effective. Its overall
style and pacing are immediately appealing and accessible, giving it
immediate appeal to players with even a passing knowledge of the genre. Its
learning curve is shallow and most gamers should be able to get the hang of
its conventions and play mechanics with little effort.
Taken as a tandem, both games show-off the occasionally near-flawless
implementation of the shoot-'em-up genre that seemed to appear with unreal
regularity on the PC Engine. Both represent the best efforts in terms of
play-balance, execution and technical ability. Terra Cresta II is a
decidedly flashier game, and its somewhat over-the-top power-ups and
multiple modes of play give in a more immediate appeal. Most of your effort
is concentrated on attaining power-ups and the massive attacks you can
unleash deliver an impressive punch. Its visuals are superb and there's a
really good balance in terms of style and susbtance. Tatsujin's more
traditional approach isn't as flashy, but the foundations of solid gameplay
make for a deeper and more challenging style of play. It's difficult to
decide which of these two titles is superior. A more accurate determination
is probably that both games offer an equally-polished and enjoyable
experience, on balance. Tatsujin and Terra Cresta II both excel, but their
strengths lie in slightly different areas. If we had to choose, we'd
probably give Tatsujin a slight edge due to its deep and challenging play
mechanics. However, Tatsujin is definitely its equal, and probably the more
accessible title. Which title is more appealing will probably depend on the
player's personal preferences, choosing between a flashy or deeper
shoot-'em-up.
- Michael Palisano
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