The NES is very much a mixed bag for shooters, as it had not only hardware that was inferior to the arcade while being able to create reasonable facsimilies, but also existed during a transitional period in shooter design, with its origins nearer to single-screen classics like Galaga and its end being well into more modern stuff from Toaplan with defined endings and complicated scoring. Terra Cresta, sequel to Moon Cresta, is one of those transitional games with more repetitive elements, but with experimental mechanics and a defined ending. The real question is one of how well it comes together.
A vertical scroller, Terra Cresta starts you off with three lives and a pea shooter, but a sorely unique powerup system to explore. As you blast through rival ships and turrets, you occasionally will find a hatch surrounded by numbered orbs. Shoot all of the orbs when they begin flashing, and the powerup corresponding to that number will be released. These are complimentary ships that snap together like Voltron or Magmax, each adding a new feature such as extra shots, rear cannons, a rear force field, and a penetrating beam. Assemble all five, and you will temporarily transform into an invincible phoenix for several seconds before resuming your ultimate form. Take a hit, and you lose the damaged piece.
Even more interesting, when you collect two or more powerups, you are awarded three "F" icons at the bottom of tge screen. These enable you to launch all of your current powerups into formation, grossly improving your firepower for roughly 8 seconds or so. If your main ship is hit, you'll die, so it's not like a bomb, but it can very much help you clear the screen in a hurry. Yoi can replenish these each time you pick up a new icon. Strategic use of this system is the key to survival. Also, on the NES, you can edit your ship formation, laying out which ship goes where on a grid that will be used in game, which is a neat feature.
This is all pretty cool, and the graphics are pretty crisp right off the back, with music that keeps pace. However, it's not all perfect. The level designs are utterly uninspired, using basically the same terrain types and color palette throughout the entire game, which is totally a missed opportunity. An even bigger waste is how all of the bosses save the last are rehashes of the same boss... shoot the core... yeah. Terra Cresta does keep a frenetic pace, though, with fast enemies in difficult formations, well-positioned turrets, and lots of enemies and bullets on screen with minimal flicker or slowdown. With a little variety, this could have become a bonafide classic, but as is it's just a well-programmed shooter that could have been amazing with a little more love.
Played this one? Maybe the arcade or PC ports?