Wednesday, October 30, 2024

Terra Cresta II (PC Engine)

Vertical
Checkpoints OFF
1 Difficulty level
6 Stages
Ship speed selectable
- - - - - - -
Developed by Nichibutsu
Published by Nichibutsu in 1992


Despite what some would normally believe, the Cresta series didn't evolve or was planned by Nichibutsu as a regular game franchise would. After Terra Force and UFO Robo Dangar failed to continue the arcade legacy left behind by Terra Cresta, the company decided to get back to the drawing board and launched Terra Cresta II exclusively in Japan for the PC Engine. The game tries to live up to the expectations of a sequel made for the home market, bulding upon the ideas of the original to deliver a shooting romp that in many aspects resembles similar outings in NEC's home platform, such as those relesead in the Soldier series.

Terra Cresta II starts out in a very stylish manner, with the Wing Galiber II ship departing in a nifty takeoff towards its first mission over ocean and land. Basic inputs still use two buttons, with shot mapped to button II and formation activation mapped to button I. Duly inherited from the original game, this formation mechanic will always be possible provided you have taken at least one extra ship part released by destroying flying carriers. These carriers are numbered from 2 to 5, corresponding to two enhancements to the frontal shot (one of them with piercing capability), a two-way upgrade that makes you shoot backwards and a rear barrier that can block bullets and destroy enemies upon contact.

A formation attack separates all ship parts into a wider pattern, greatly enhancing your shot coverage for about 10 seconds before returning them to their original state. It uses one F of your formation stock, which is filled up to three again whenever another ship part is collected. In addition to that, immediately after combining all four ship parts, the Wing Galiber transforms into an invincible phoenix/firebird for 10 seconds.

Insects over crimson ravines

The gameplay described so far is exactly the same of first chapter Terra Cresta. However, as you venture across several backgrounds and defeat a series of mid- and main bosses to advance, you'll notice that the game actually has a lot of nuances that might even make you confused as to how they work. The first example is the F item, that comes in two variations that are almost exactly the same. The regular F increases your formation stock by 1, whereas the flashing F determines that your next formation attack will be special: it sends out lots of extremely effective homing phoenixes. If the formation stock is full (3), collecting a normal F gives you 10.000 points, and a flashing F triggers the PRB "Phoenix Rolling Bomber", which targets everything on screen with a neat effect of multiple swirling phoenixes.

There are also a few more features and details that justify why the Wing Galibur II is such an improvement over the original design from Terra Cresta. The most obvious one is the selection between four speeds at the press of the SELECT button. And in a complimentary design nod to competitor company Compile, Nichibutsu also endowed the ship with brief invincibility windows when either entering or leaving a formation attack, as well as a 1-hit shield upon getting hit with at least one ship part when not in formation. If that happens the ship gets stripped down to its default condition. However, if the bare ship gets hit during a formation attack you're killed immediately.

Another interesting detail in the gameplay is that upon dying you can still recover ship parts if they drift away after the explosion. It doesn't happen all the time, so it's nice to be prepared to do so when it does. Finally, capsule parts that spread apart when you destroy an item carrier are capable of hitting and destroying enemies in their path. Each destroyed enemy will be worth 10.000 points, so good timing can net a great deal of points from this. And amassing points is the main source of resources in any given credit, after all an extra life is achieved at every 200.000 points you're able to score.

As we can see, there's a little more than meets the eye in Terra Cresta II. One thing is certain: on top of granting many extra lives, the game tends to make you feel very powerful whenever you're abusing formation attacks to overcome the odds. Don't get too confident though. Dying can be a huge blow in your ability to handle enemies, leaving you underpowered in the worst possible situations. Significant slowdown starts to happen as enemies pile up, and facing some of the bosses with the pea shooter can be really annoying because it severely affects the pace of the game. The second boss, in particular, is already a major flow disruptor. And if you get to him with a bare ship it gets even worse.

Tinkering with formation arrangements and facing the first level of Terra Cresta II
(courtesy of YouTube user ShiryuGL)

Unfortunately, pacing is actually the main problem with Terra Cresta II. Flames and volcanoes, castles, evil plants, ice mazes, Egyptian sandy areas and sky scrambles set the tone during the first five stages of the game (see the influence from Namco's Dragon Spirit there?). Once the game enters the sixth stage things start to fall apart, with an extremely long level that makes you fight all previous bosses again in between regular enemy sections. The time slip to Terra Cresta, which makes you play a full loop of the first chapter before entering the area for the final boss, is quite nice but it's not enough to bring the game up to speed again. The whole sixth stage is actually the last one and represents half the game's duration!

The size and the multiple phases of the last boss give some dignity to the final battle, as well as the relatively decent soundtrack. However, something's definitely off when half a game that lasts over an hour feels like a rehash of its own assets. In essence, what starts out as a promising adventure with clear gameplay improvements comes to an end in a rather lower note.

Terra Cresta II had the potential to be great, but Nichibutsu ditched it in the end. It's still a fairly acceptable diversion though since it does nothing wrong except being too long and incurring in too much repetition. For those who fancy caravan modes, the HuCard also includes 2-minute and 5-minute modes, each with its own high score buffer. Note that when playing a normal game you need to perform a soft reset (RUN + SELECT) once the ending credits halt at the final screen and then go to "Score" from the main menu in order to see the high scores. My best 1CC result is below, using the default formation patterns. In a feature inherited from the NES port of Terra Cresta, the game allows players to change the formation patterns before starting the credit.
 
 
The next chapter in this series is Terra Cresta 3D, released for the Sega Saturn in 1997.

Thursday, October 24, 2024

Jim Power in Mutant Planet (PC Engine CD)

Hybrid (Horizontal / Platformer)
Checkpoints OFF
1 Difficulty level
5 Stages
Ship speed fixed
- - - - - - -
Developed by Loriciel
Published by Micro World in 1992


Putting together run'n'gun and shoot'em up levels in the same video game seems like a very nice way to entertain fans of both styles. A true representative of this particular genre crossover, Jim Power, or Jim Power in Mutant Planet as displayed in the start screen, was first released for the Commodore Amiga before appearing in a few other platforms. I can't vouch for how the game behaves in comparison with the original, but the PC Engine CD version is considered by many to be one of the best pretty much on the account of the soundtrack, which is indeed the technical highlight of the game.

Upon a quick glance, however, the graphics and the animation for the main character are of course admirable. Colorful sprites and abundant parallax in the shmup levels give you the impression of a truly charming adventure, where a heroic young man named Jim is sent to another planet to rescue the president's daughter from an evil alien called Vulkhor. The game's European heritage is too strong though, and Jim Power in Mutant Plant is an authentic product of this dreaded development school. That's why players should expect to fight not only against the enemies, but also against wonky controls and a series of contentious design choices that aren't really the epitome of engaging shooting action.

The good news is that what seems like a painful ordeal is just a good old challenge in memorization. On top of the bullet count being actually very low, absolutely everything moves according to a fixed pattern and does not respawn. With a little practice and at least some minor degree of patience everyone can beat the game, regardless of the lack of continues. There's also a password feature that allows direct access to all stages, which is also good for training.

A voyage to a mutant planet to rescue a beautiful girl
(courtesy of YouTube user The VideoGames Museum)

Exclusive to this version is the extended intro that shows how Jim gets to the mutant planet. Once there, he must battle through five levels to get to Vulkhor. Stages 1, 3 and 5 are of the platforming type, whereas stages 2 and 4 unfold in a horizontal shooting fashion. All bosses are also fought in a shmup environment, and since they're all complete pushovers the bulk of the challenge lies in not dying during the levels themselves. In the platforming levels button II is used to shoot and button I is used to jump. Hold the shot button to charge and release a limited special attack, which the game erroneously – by well-known genre conventions – calls a smart bomb (SB). This resource isn't available during the shmup parts, where you're naturally only allowed to use the shot button.

As Jim gets through the platforming parts, it's very important to master the jump mechanic. It's definitely an awkward one, and requires specific timing to land over moving surfaces. And if you want to fire your gun while jumping, think twice. Doing so interrupts the jump movement, which more often than not makes you fall to an agonizing demise over deadly thorns. Also be on the lookout for enemies hopping happily where you're about to land, which is another way to die and feel stupid about yourself. A single touch from an enemy or an active obstacle (drops from the ceiling, spikes, etc.) is enough to kill you. It's possible to duck, but you're only allowed to shoot left and right, not up or at diagonals.

A series of items appears by destroying an insect-like container, or simply hovering at mid-air in certain points. The most important ones are the clock, which resets your timer to 1:59 (timing out means death), the 1UP (extra life), the key (which opens up doors along the way), EXT (extra, a.k.a. power-up) and very scarce symbols that alters your shot type later on during the game. A couple of items resembling fruit give you some points, in the same way the green and the golden crystals that pop up everywhere do. The aforementioned smart bomb (SB) has a purpose, but I much prefer to just activate a turbo funtion and rely on regular shooting from start to finish. Finally, a somewhat useless invincibility item works for some seconds only, so my advice is to not trust its effect at all. Fortunately it's not necessary to get out of your way to get any of these items. They're all naturally placed to be easily collected as you move along.

Shooting sections are shorter but initially a lot more treacherous because your hitbox is huge and lives behave like health. Jim doesn't disintegrate in a skeleton animation like in the platforming areas, instead the hit just takes away one life and he keeps on flying. Once again, memorization is key to get through all those waves of drones, insect flocks, flying mushrooms, stray leaves and jumping fish. Everything gets by really fast, and at least in stage 2 you're severely underpowered, a situation that demands an active approach to avoid the successive loss of lives. Strangely enough, stage 4 is a little easier since you'll have better firepower once you get there. Not a single bullet is fired against you in these shmup parts, so the enemies themselves behave as "bullets" (Deep Blue, anyone?). The only items found in both shooting stages are a clock and a 1UP.

A powerful jetpack and lava rivers

Jim Power in Mutant Planet looks nice but completely lacks the beautiful parallax effects of the platforming sections seen in the Amiga original, but this actually provides less confusion for those who might have a hard time with the visual overload of multiple planes scrolling at different speeds. Judging by videos, it's also clear that this version simplifies other important aspects such as the enemy diversity in shooting stages, which in turn are less dynamic, and boss battles, which take place in a dark empty room. Besides, all bosses were turned into crippled creatures that aren't even able to shoot. Final boss Vulkhor at least fires one large fireball, if that counts for something.

The uneven difficulty perception combined with the awkward controls is what ultimately keeps this game from achieving the expected results hinted by the cool graphics. As I mentioned above, the initial difficulty wanes fast once you start to memorize stage and enemy layouts, hoarding extra lives to get through any part of the game that might be considered tricky. That's why Jim Power in Mutant Planet becomes less of a chore with time despite all the unfriendly gameplay elements. The great soundtrack by Chris Huelsbeck definitely helps in that regard. The BGM that plays in stage 3 is awesome.

I managed to defeat Vulkhor and save the presiden't daughter with the final result below. I like to think she was eager to spend a good time with Jim in her trip back to Earth!


Pseudo-sequel Jim Power - The Lost Dimension was released soon after for the SNES. A canceled version for Mega Drive was finished and eventually released decades later for several video game platforms, along with a brand-new retro port for the NES.

Tuesday, October 8, 2024

Triggerheart Exelica (Dreamcast)

Vertical
Checkpoints OFF
3 Difficulty levels
5 Stages
Ship speed fixed, start selectable
- - - - - - -
Developed by Warashi
Published by Warashi in 2007


Is a shooter with a unique gimmick always a worthy experience, even if this gimmick isn't unanimously approved by everyone? Tricky question, yes. Triggerheart Exelica's claim to fame, for example, is the ability to capture enemies and throw them around as you please, only abiding by the elementary rules of rotational momentum. Many games had already used the same idea of grabbing enemies for a defensive or offensive edge, but this one takes the concept to a whole new level, much beyond what was done in titles like G Darius, Gaiares or Macross - Scrambled Valkyrie.

Ported roughly a year after its arcade debut, Triggerheart Exelica was the second to last official release for the Sega Dreamcast, coming out just a few weeks before Karous. Packed with three game modes (Arcade, Story and Arrange), configurable controls, practice mode, TATE and save function, the game was also available in regular and limited editions, the latter in a DVD case including a soundtrack CD and an extra art booklet.

The story here is trivial and a bit convoluted as usual. Suffice it to say players are able to choose from two sexy sisters that must battle inside advanced mecha suits through five increasingly tough stages. Exelica fires a spread pattern, while Crueltear has a straight shot and moves a little faster. Besides shooting, they can also activate bombs and latch onto any enemy with an anchor/spear. Extra bombs (B) and power-ups (P) appear from specific enemies in the level. Just two power-ups are enough to maximize their firepower, however the more you play the more you realize that regular firing isn't as effective as the ability to use the anchor, especially in the last couple of stages.

Playing Triggerheart Exelica for the first time
(courtesy of YouTube user Random Gaming Moments)
 
By destroying enemies gold flocks/medals are generated for collection. If you let go of the shot button these will be automatically sucked into the character, adding to a medal count and a multiplier. Using captured enemies to destroy other enemies cashes in this multiplier in exchange for points and even more medals. Medals increase in size and value if they're left floating on the screen, so it's always best to hold the shot button for a while. You lose 30% of your medal count if you die, and 15% if you collide with a harmless obstacle, such as those originated during boss fights.

Anchoring and throwing enemies requires some basic steps: grab the target with the anchor, draw it close by pressing the shot button, keep shot pressed as you spin it around either left or right and release the anchor button to throw the enemy in the intended direction. Besides the direction you can also control the speed of the spin with the shot button, but if the captured enemy isn't moving it will explode it you let go of the anchor button. Finally, the larger the anchored enemy the longer it takes for you to take control. Those that can't be captured (such as ground targets or bosses) will still be latched onto so that you can inflict damage by firing. Once the enemy is thrown it will not only hit whatever lies ahead with destructive power, but also convert all bullets in its path into gold medals.

One thing is definitely true about Triggerheart Exelica. Being able to reliably control the anchoring mechanic is easier said than done. I'd say that fully understanding and using this mechanic is the shmup equivalent to striking decent forehands or backhands in tennis. It takes practice and it takes time. And on a bad day it can destroy your ability to play, let alone win. There is an alternative to make it less cumbersome though: a switch in the options called "autospin" makes enemies rotate automatically after being captured. Note however that by activating autospin you lose the ability to use enemies as static shields (by avoiding to spin them with the shot button).

Another important aspect of the game is how it treats boss confrontations, in what's normally referred to as V.B.A.S. or "Variable Boss Attack System". All bosses have multiple phases, which evolve according to your current number of medals. This means that if you don't have enough medals boss fights are abbreviated. The only boss whose forms do not depend on the medal count is the last one. On the other hand, if you have at least 3.000 medals by the time you beat the last boss phases in stages 1 and 3, a secret character named Faintear will appear and prolong the fight. It goes without saying, but extended boss fights allow for a lot more opportunities for scoring.
 
Exelica taking to the skies in stage 3

Even though I like Triggerheart Exelica's soundtrack, I'm not a fan of the thumpy choice for impact sound effects. As for the game's aesthetics, they're decent but the graphics could've certainly used a little more detail. While the cinematic transitions help to keep a dynamic flow, which is often interrupted by bulkier enemies that cause the scrolling to cease, the game is generally built upon a fine balance that gives you a constant flow of aerial enemies to use as shields or projectiles. But what if someone doesn't want to use the anchor at all, I wonder? Could you beat the game? I believe this is virtually impossible. Denying the use of the anchor could be done until stage 3, but once you enter the drone field of the 4th stage you won't get anywhere without throwing those huge blocks around.

The extra game variants add even more spice to the original Arcade mode. Story mode is identical to the Arcade, but makes you confront Faintear in stages 1 and 3 regardless of your medal count. She also appears halfway the final level. A bonus of Arrange mode is that finishing the game with no continues lets ou see a more optimistic ending than the sad one from Arcade mode. Arrange mode, on the other hand, has more bullets and more medals to collect, doing away with the multiplier. All modes share the same thresholds for extra lives at 50 and 100 million points.

I was able to get the 1CC in Arcade mode in the Normal difficulty, playing with Exelica with default controls (no autospin). I can't say I was having good fun all the time though, mostly because the varying efficiency of my touch with the anchor mechanics often ruined my runs in the most awkward ways. I might return to the game in the Playstation 2 port Triggerheart Exelica Enhanced, which has the distinction of allowing you to play with extra character Faintear.