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NES box art for Terra Cresta, the cover of NEStalgia episode 291

291 · Terra Cresta

▶ Game info
VerdictPlay it
GenreSHMUP
ReleasedMarch 1990
SeasonSeason 6
DeveloperNihon Bussan
PublisherVic Tokai
September 22, 2023 · 44 min · transcript available

In the follow-up to Moon Cresta, a well-guarded planet is being invaded. You will have to make a succession of passes over the landscape, shooting out ground turrets and aliens. Numbered bases release power-ups when shot - these can either be used in combination or (by pressing the space bar) in Formation Mode, covering a wider range of shooting positions. Each pass over the planet ends with a boss; the third and final one with a boss who can only be killed if you are at maximum power.

Our verdict: Play it

Nihon Bussan made this shmup and Vic Tokai released it in 1990. It looks plain and it is hard, but it has one great idea: your ship is assembled from pieces. That power-up system is what we talked about all episode.

What works

  • Power-ups you can see. Shoot the numbered capsules on the ground and a hangar opens with another piece of your ship. Fly into it and it attaches. Your sprite gets bigger and harder to steer, and the shot changes.
  • A built-in extra hit. Take a bullet and you lose the added pieces, not the ship. Pieces come often enough that it is not the total reset we have seen in other shmups.
  • The phoenix. Collect every piece, press transform, and you become an invincible, burning phoenix. We refuse to believe that is just a ship on fire. It is a bird now.
  • Splitting up. With a charge, you can break the pieces off into a squadron firing at different angles. Only the original ship can be hit, so one hit still kills you. It helped when we were overwhelmed, and against bosses.
  • Formation design. A mode where you choose where each piece sits and which way it shoots. You might want everything covering your back. That is a play style, on an NES game.

What doesn't

  • Enemies loop through the middle. The center is never safe, and you end up stuck in a corner with bullets coming.
  • Tedious bosses. They are shoot-the-core fights with nonstop figure-eight spreads, plus waves of enemies.
  • Cheap barriers. Ground walls block your fire from the sky, while the turrets behind them shoot past.
  • Plain looks. Dull screens, turrets that blend in, and two giant dinosaurs we took for sand dunes. The boss is basically a big hexagon with guns.

Worth knowing

The story is in the manual: a space demon king and his monsters arrive, and the Earthlings hide at the bottom of the ocean. Without it, all you see is your ship coming out of the water. It opens in "a century on the space calendar," which we never worked out.

We also talked about how shmups are about how far you get, not beating them. Maybe you should not be the phoenix too often.

The bottom line

Play it. Joe, who doesn't enjoy shmups, was absent, so this was a two-voter vote, and it was unanimous: Terra Cresta went onto the Essential Games List. The case for it is Gradius: the same kind of power-up system, done better. The drab look and hard bosses are real knocks, but the ship-building is enough.

Written from our conversation in this episode.

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