Checkpoints OFF
1 Difficulty level
6 Stages
Ship speed selectable
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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)
(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.