Follow TV Tropes

Following

History VideoGame / Recca

Go To

OR

Is there an issue? Send a MessageReason:
None


* BulletHell: The entire game (especially Zanki Attack) consists of this, It may very well be the UrExample, predating the likes of ''VideoGame/DonPachi'' and ''VideoGame/{{Batsugun}}. As such, it probably won't be a surprise to hear that the game's programmer, Shinobu Yagawa, went on to work for Creator/EightingRaizing and Creator/{{CAVE}}.

to:

* BulletHell: The entire game (especially Zanki Attack) consists of this, this. It may very well be the UrExample, predating the likes of ''VideoGame/DonPachi'' and ''VideoGame/{{Batsugun}}.''VideoGame/{{Batsugun}}''. As such, it probably won't be a surprise to hear that the game's programmer, Shinobu Yagawa, went on to work for Creator/EightingRaizing and Creator/{{CAVE}}.

Added: 209

Changed: 1812

Removed: 2042

Is there an issue? Send a MessageReason:
None


[[caption-width-right:256:[[YourHeadAsplode All you need to do is insert the cartridge and turn the power on. Then expect your eyes to be popped all the time.]]]]

-> ''"S?GA"''\\
(explosions)\\
''"Nint?ndo"''
-->-- '''DummiedOut intro'''

''Recca'' is a twitch ShootEmUp developed for the Platform/{{NES}} in 1992 by [=KiD=] and published by Naxat Soft. It is an exceedingly rare game since it was made specifically for a tournament called Summer Carnival '92. The game wasn't released in stores, nor were many copies made.

to:

[[caption-width-right:256:[[YourHeadAsplode All you need to do [[caption-width-right:256:[[NintendoHard Super Hard Shooting Game]]]]

->''This
is insert the cartridge and turn the power on. Then expect your eyes to be popped all the time.]]]]

-> ''"S?GA"''\\
(explosions)\\
''"Nint?ndo"''
-->-- '''DummiedOut intro'''

not a Famicom game. It exists divorced of hardware, programmed in some unfathomable distant dimension.''
-->--'''Dai Kohama''', ''[[https://archive.org/details/Play_048_Dec_2005/page/n91/mode/1up?view=theater Play Magazine]]''

''Recca'' is a twitch ShootEmUp developed for the Platform/{{NES}} Platform/{{Famicom}} in 1992 by [=KiD=] and published by Naxat Soft. It is an exceedingly rare game since it was made specifically for a tournament called Summer Carnival '92. The game wasn't released '92, and had a limited print run in stores, nor were many copies made.
stores as a result.



''Recca'' pushes the NES hardware to its absolute limits, with action that goes even faster than later-generation arcade shoot-em-ups like ''VideoGame/RaidenFighters'', ''VideoGame/DonPachi'' and ''VideoGame/GigaWing''. It also has an interesting techno-rave soundtrack, taking the system's sound chip in an entirely different direction than most NES games ever did.

to:

''Recca'' pushes the NES Famicom hardware to its absolute limits, with action that goes even faster than later-generation arcade shoot-em-ups like ''VideoGame/RaidenFighters'', ''VideoGame/DonPachi'' and ''VideoGame/GigaWing''. It also has an interesting techno-rave soundtrack, taking the system's sound chip in an entirely different direction than most NES Famicom games ever did.



!!Be prepared for the most ultimate sparky challenge in the world of Famicom:

to:

!!Be prepared for the most ultimate sparky challenge in the world of Famicom:!!Examples:



* BulletHell: The entire game (especially Zanki Attack) consists of this, making it pretty much the only BulletHell on the NES. In fact, it might be the UrExample, before ''Batsugun'' and ''VideoGame/DonPachi''.

to:

* BulletHell: The entire game (especially Zanki Attack) consists of this, making it pretty much the only BulletHell on the NES. In fact, it might It may very well be the UrExample, before ''Batsugun'' predating the likes of ''VideoGame/DonPachi'' and ''VideoGame/DonPachi''.''VideoGame/{{Batsugun}}. As such, it probably won't be a surprise to hear that the game's programmer, Shinobu Yagawa, went on to work for Creator/EightingRaizing and Creator/{{CAVE}}.



* CheatCode: Hold Select as the game boots up. This will bring you to a menu where you can change the score limit. Then hold A + B + Up + Select, and press Start. You now have infinite lives. You'll need them.



* DramaticDisappearingDisplay: During boss battles, the heads-up display disappears entirely, meaning the only things on the screen are you, the boss, and the inevitable hailstorm of projectiles that's bound to start. This, coupled with the [[SugarWiki/AwesomeMusic adrenaline-pumping music]] that starts up, serves to make the boss fights all the more intense.
** Weirdly enough, the HUD stays on during two boss battles, with the first one being on Time/Score Attack's stage two boss and the second one that is fought at the very end. Was this trope invoked by the lack of free space for tiles?
** Just to explain this one as simply as possible. The HUD is part of the background layer. Due to the bosses often not using just sprites, but an entire background layer that moves as well, it is impossible to preserve the HUD without some severe graphical issues. This doesn't thoroughly explain why you can retain the HUD throughout the rest of the game and not have graphical effects, but this is the simplest explanation that can be given without an even larger infodump.

to:

* DramaticDisappearingDisplay: During boss battles, the heads-up display disappears entirely, meaning the only things on the screen are you, the boss, and the inevitable hailstorm of projectiles that's bound to start. This, coupled with the [[SugarWiki/AwesomeMusic adrenaline-pumping music]] that starts up, serves to make the boss fights all the more intense.
** Weirdly enough, the HUD stays on during two boss battles, with the first one being on Time/Score Attack's stage two boss and the second one that
intense. This is fought at the very end. Was this trope invoked actually a technical limitation induced by the lack hardware, as most of free space for tiles?
** Just to explain this one as simply as possible. The HUD is part of the background layer. Due to
the bosses often not using just sprites, but an entire run on the same background layer that moves as well, it is impossible to preserve the HUD without some severe graphical issues. This doesn't thoroughly explain why you can retain the HUD throughout the rest of the game and not have graphical effects, but this is the simplest explanation that can be given without an even larger infodump.HUD.



* HarderThanHard: Zanki Attack (lit. "[[VideoGameLives Life]] Attack"). In this mode, you start with 50 lives, but every single enemy you destroy fires suicide bullets in random directions. If you can reach the end, you're ranked on how many lives you have left.
** It's made even worse by the fact that it ends up being ''more bullets than the system can handle'' on screen, meaning they start flickering, effectively turning a lot of them ''invisible''. Especially if you're playing Zanki Attack on Hard difficulty. BulletHell? Try BulletHell without being able to see the bullets!
** [[DontThinkFeel Then again,]] [[BloodKnight considering most SHMUP players]] it would be taken as a challenge....
** [[NonIndicativeDifficulty But through some rigorous bombspamming, Zanki Attack can become]] ''[[NonIndicativeDifficulty easier]]'' [[NonIndicativeDifficulty than Normal Game]] for rehearsed players due to a few properties involving the bomb, like making ''most'' of the bullets in range disappear. Some players have seen all of Normal and Hard difficulties on Zanki attack, but ''can't even get halfway across either difficulty on standard mode.''

to:

* HarderThanHard: Zanki Attack (lit. "[[VideoGameLives Life]] Attack"). In this mode, you start with 50 lives, but every single enemy you destroy fires suicide bullets in random directions. If you can reach the end, you're ranked on how many lives you have left.
** It's made even worse by the fact that it ends up being ''more bullets than the system can handle'' on screen, meaning they start flickering, effectively turning a lot of them ''invisible''. Especially if you're playing Zanki Attack on Hard difficulty. BulletHell? Try BulletHell without being able to see the bullets!
** [[DontThinkFeel Then again,]] [[BloodKnight considering most SHMUP players]] it would be taken as a challenge....
**
left. That said, [[NonIndicativeDifficulty But through some rigorous bombspamming, Zanki Attack can become]] ''[[NonIndicativeDifficulty easier]]'' [[NonIndicativeDifficulty than Normal Game]] for rehearsed players due to a few properties involving the bomb, like making ''most'' of the bullets in range disappear. Some players have seen all of Normal and Hard difficulties on Zanki attack, but ''can't can't even get halfway across either difficulty on standard mode.''



* SequelHook: After defeating what looks like the final boss, you see the credits roll. After that, your ship comes face-to-face with another huge boss, but the action stops and says "TO BE CONTINUED..."
** And, needless to say, the sequel was ''never'' released.

to:

* SequelHook: After defeating what looks like the final boss, you see the credits roll. After that, your ship comes face-to-face with another huge boss, but the action stops and says "TO BE CONTINUED..."
** And, needless to say, the
" Naturally, a sequel was ''never'' released.never happened. though this may have been referring to the second loop mode instead.



* TimeKeepsOnTicking: Your timer keeps counting down, and that's ''even when the game is paused''!!!
** What else would you wish? This is a game made specifically for a gaming event. ''Cue NintendoHard''.

to:

* TimeKeepsOnTicking: Your timer keeps counting down, and that's ''even down even when the game is paused''!!!
** What else would you wish? This is a game
paused, likely due to being made specifically for a gaming event. ''Cue NintendoHard''.special tournament event.
Is there an issue? Send a MessageReason:
None


''Recca'' is a twitch ShootEmUp developed for the UsefulNotes/{{NES}} in 1992 by [=KiD=] and published by Naxat Soft. It is an exceedingly rare game since it was made specifically for a tournament called Summer Carnival '92. The game wasn't released in stores, nor were many copies made.

to:

''Recca'' is a twitch ShootEmUp developed for the UsefulNotes/{{NES}} Platform/{{NES}} in 1992 by [=KiD=] and published by Naxat Soft. It is an exceedingly rare game since it was made specifically for a tournament called Summer Carnival '92. The game wasn't released in stores, nor were many copies made.



Was re-released on UsefulNotes/Nintendo3DS Virtual Console in December 2012 in Japan. It was also released on the 3DS Virtual Console in Europe in August 2013 and in North America in September 2013, marking the first time the game was released in those regions, as well as to the consumer market.

to:

Was re-released on UsefulNotes/Nintendo3DS Platform/Nintendo3DS Virtual Console in December 2012 in Japan. It was also released on the 3DS Virtual Console in Europe in August 2013 and in North America in September 2013, marking the first time the game was released in those regions, as well as to the consumer market.

Added: 117

Removed: 174

Is there an issue? Send a MessageReason:
Nintendo Hard is now YMMV, and the example of such here does not provide enough context. Hard mode is not an example of Harder Than Hard, because it does not meet the requirement of "a difficulty level above an existing 'hard' difficulty level."


* LastEpisodeThemeReprise: In Area 7 of the game's hard mode, the final area of that campaign, the title theme plays.



* NintendoHard: The entire game. Even the end credits state that Recca is a [[ExactlyWhatItSaysOnTheTin "Super Hard Shooting Game"]]
** HarderThanHard: ''The New Quest'' mode.
Is there an issue? Send a MessageReason:
None


''Recca'' is a twitch ShootEmUp developed for the UsefulNotes/{{NES}} in 1992 by [=KiD=] and published by Naxatsoft. It is an exceedingly rare game since it was made specifically for a tournament called Summer Carnival '92. The game wasn't released in stores, nor were many copies made.

to:

''Recca'' is a twitch ShootEmUp developed for the UsefulNotes/{{NES}} in 1992 by [=KiD=] and published by Naxatsoft.Naxat Soft. It is an exceedingly rare game since it was made specifically for a tournament called Summer Carnival '92. The game wasn't released in stores, nor were many copies made.
Is there an issue? Send a MessageReason:
Dummied Out is now Trivia, so moving accordingly. Also, see How To Write An Example; only one trope is allowed per bullet point.


* DummiedOut/TakeThat: There's a hidden intro buried in the game's code. [[https://www.youtube.com/watch?v=BrQn-O_zFRc It's probably a safe bet that someone didn't like SEGA very much.]]

Added: 180

Changed: 237

Is there an issue? Send a MessageReason:
None


!!Be prepared for the most ultimate sparky challenge in the world of Famicom.

to:

----
!!Be prepared for the most ultimate sparky challenge in the world of Famicom.Famicom:



*** Just to explain this one as simply as possible. The HUD is part of the background layer. Due to the bosses often not using just sprites, but an entire background layer that moves as well, it is impossible to preserve the HUD without some severe graphical issues. This doesn't thoroughly explain why you can retain the HUD throughout the rest of the game and not have graphical effects, but this is the simplest explanation that can be given without an even larger infodump.
* [[DummiedOut Dummied Out]]/[[TakeThat Take That]]: There's a hidden intro buried in the game's code. [[https://www.youtube.com/watch?v=BrQn-O_zFRc It's probably a safe bet that someone didn't like SEGA very much.]]
* [[EasyModeMockery Normal Mode Mockery]]: The Normal Game is only four levels, while Hard Mode has seven.

to:

*** ** Just to explain this one as simply as possible. The HUD is part of the background layer. Due to the bosses often not using just sprites, but an entire background layer that moves as well, it is impossible to preserve the HUD without some severe graphical issues. This doesn't thoroughly explain why you can retain the HUD throughout the rest of the game and not have graphical effects, but this is the simplest explanation that can be given without an even larger infodump.
* [[DummiedOut Dummied Out]]/[[TakeThat Take That]]: DummiedOut/TakeThat: There's a hidden intro buried in the game's code. [[https://www.youtube.com/watch?v=BrQn-O_zFRc It's probably a safe bet that someone didn't like SEGA very much.]]
* [[EasyModeMockery Normal Mode Mockery]]: EasyModeMockery: The Normal Game is only four levels, while Hard Mode has seven.



* MacrossMissileMassacre: Many of the [[GiantMook larger enemies]] use this. And don't get us started on some of the bosses...

to:

* MacrossMissileMassacre: MacrossMissileMassacre:
**
Many of the [[GiantMook larger enemies]] use this. And don't get us started on some of the bosses...
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* OverlyGenerousTimeLimit: There is a one-hour time limit for the main mode of the game, although a good player can beat the game in about 25 minutes. Justified, as the game was made for an event, and [[TimeKeepsOnTicking the timer keeps ticking even if the game is paused]]. However, averted with Hard mode, which is longer and most players take 50 minutes to complete it, meaning that it is possible for someone to take too long on the bosses, or run out of time because they paused to take too long of a break.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ArrangeMode: The Zanki Attack mode gives all the enemies suicide bullets and you 50 lives. Given how NintendoHard the base game is, you'll '''need''' those lives.
Is there an issue? Send a MessageReason:
None


''Recca'' is a twitch shoot-em-up developed for the NES in 1992 by [=KiD=] and published by Naxatsoft. It is an exceedingly rare game since it was made specifically for a tournament called Summer Carnival '92. The game wasn't released in stores, nor were many copies made.

to:

''Recca'' is a twitch shoot-em-up ShootEmUp developed for the NES UsefulNotes/{{NES}} in 1992 by [=KiD=] and published by Naxatsoft. It is an exceedingly rare game since it was made specifically for a tournament called Summer Carnival '92. The game wasn't released in stores, nor were many copies made.



Not to be confused with the manga[=/=]anime ''Manga/FlameOfRecca''.

to:

[[SimilarlyNamedWorks Not to be confused confused]] with the manga[=/=]anime ''Manga/FlameOfRecca''.



Is there an issue? Send a MessageReason:
None


* DramaticDisappearingDisplay: During boss battles, the heads-up display disappears entirely, meaning the only things on the screen are you, the boss, and the inevitable hailstorm of projectiles that's bound to start. This, coupled with the [[CrowningMusicOfAwesome adrenaline-pumping music]] that starts up, serves to make the boss fights all the more intense.

to:

* DramaticDisappearingDisplay: During boss battles, the heads-up display disappears entirely, meaning the only things on the screen are you, the boss, and the inevitable hailstorm of projectiles that's bound to start. This, coupled with the [[CrowningMusicOfAwesome [[SugarWiki/AwesomeMusic adrenaline-pumping music]] that starts up, serves to make the boss fights all the more intense.
Is there an issue? Send a MessageReason:


* GeniusProgramming: Naxat Soft did a really good job pushing the NES to its limits, and managed to create an awesome game for an old console. If the 20+ enemies and bullets onscreen with no slowdown isn't enough to convince you, the soundtrack and visuals probably will.
Is there an issue? Send a MessageReason:
None


* SuspiciousVideoGameGeneority: Zanki Mode starts you off with 50 lives. This is because 1. this mode introduces loads of "revenge bullets" that enemies fire upon death, and 2. the game ranks you on how many lives you finish the mode with, assuming you even beat it.

to:

* SuspiciousVideoGameGeneority: SuspiciousVideoGameGenerosity: Zanki Mode starts you off with 50 lives. This is because 1. this mode introduces loads of "revenge bullets" that enemies fire upon death, and 2. the game ranks you on how many lives you finish the mode with, assuming you even beat it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SuspiciousVideoGameGeneority: Zanki Mode starts you off with 50 lives. This is because 1. this mode introduces loads of "revenge bullets" that enemies fire upon death, and 2. the game ranks you on how many lives you finish the mode with, assuming you even beat it.
Is there an issue? Send a MessageReason:
None


-> ''"S?GA"''
-> (explosions)
-> ''"Nint?ndo"''

to:

-> ''"S?GA"''
-> (explosions)
->
''"S?GA"''\\
(explosions)\\
''"Nint?ndo"''



* CognizantLimbs: [[http://www.hardcoregaming101.net/recca/recca-16.png This boss]].

to:

* CognizantLimbs: [[http://www.hardcoregaming101.net/recca/recca-16.[[http://104.236.151.57/wp-content/uploads/2017/08/recca-16.png This boss]].



* GravitySucks: One of the bosses (a GiantSpider [[SpiderTank Tank]]) tries this on you by shooting gravity wells that either attract or repel your character ([[http://www.hardcoregaming101.net/recca/recca-15.png the blue and white balls are the gravity wells]]).

to:

* GravitySucks: One of the bosses (a GiantSpider [[SpiderTank Tank]]) tries this on you by shooting gravity wells that either attract or repel your character ([[http://www.hardcoregaming101.net/recca/recca-15.([[http://104.236.151.57/wp-content/uploads/2017/08/recca-15.png the blue and white balls are the gravity wells]]).



* PintsizedPowerhouse: Starship Recca. Oh yeah and '''HOW'''.
* PuzzleBoss: One of the bosses has [[http://www.hardcoregaming101.net/recca/recca-9.png two long, diagonal laser "arms"]] that absorb all your regular shots and swing about slowly, severely limiting your character's ability to AttackItsWeakPoint or get near him. To defeat it, you have to get really near its core when the arms move to one side, them fire off your SmartBomb.

to:

* PintsizedPowerhouse: Starship Recca. Oh yeah yeah, and '''HOW'''.
'''HOW'''!
* PuzzleBoss: One of the bosses has [[http://www.hardcoregaming101.net/recca/recca-9.[[http://104.236.151.57/wp-content/uploads/2017/08/recca-9.png two long, diagonal laser "arms"]] that absorb all your regular shots and swing about slowly, severely limiting your character's ability to AttackItsWeakPoint or get near him. To defeat it, you have to get really near its core when the arms move to one side, them fire off your SmartBomb.



** What else would you wish. This is a game made specifically for a gaming event. ''Cue to'' ''NintendoHard''.

to:

** What else would you wish. wish? This is a game made specifically for a gaming event. ''Cue to'' ''NintendoHard''.NintendoHard''.



* TheUnfought: After the end credits, your ship returns to base, and is promptly attacked by [[http://www.hardcoregaming101.net/recca/recca-19.png this guy]]. You never fight him in-game, and your ship can't actually battle him during the end credits. The words "To Be Continued" appear, but Recca has no sequel...

to:

* TheUnfought: After the end credits, your ship returns to base, and is promptly attacked by [[http://www.hardcoregaming101.net/recca/recca-19.[[http://104.236.151.57/wp-content/uploads/2017/08/recca-19.png this guy]]. You never fight him in-game, and your ship can't actually battle him during the end credits. The words "To Be Continued" appear, but Recca has no sequel...



* WaveMotionGun: [[http://www.hardcoregaming101.net/recca/recca-14.png This boss]] has '''''five''''' of them, but ''usually'' tends to fire one to four at a time. In the event where it fires all five, you have to move in between two of them.

to:

* WaveMotionGun: [[http://www.hardcoregaming101.net/recca/recca-14.[[http://104.236.151.57/wp-content/uploads/2017/08/recca-14.png This boss]] has '''''five''''' of them, but ''usually'' tends to fire one to four at a time. In the event where it fires all five, you have to move in between two of them.
Is there an issue? Send a MessageReason:
None


Was re-released on Nintendo3DS Virtual Console in December 2012 in Japan. It was also released on the 3DS Virtual Console in Europe in August 2013 and in North America in September 2013, marking the first time the game was released in those regions, as well as to the consumer market.

to:

Was re-released on Nintendo3DS UsefulNotes/Nintendo3DS Virtual Console in December 2012 in Japan. It was also released on the 3DS Virtual Console in Europe in August 2013 and in North America in September 2013, marking the first time the game was released in those regions, as well as to the consumer market.
Is there an issue? Send a MessageReason:
None


** [[HarderThanHard Nintendo Bloody Impossible]]: ''The New Quest'' mode.

to:

** [[HarderThanHard Nintendo Bloody Impossible]]: HarderThanHard: ''The New Quest'' mode.
Is there an issue? Send a MessageReason:
None


* {{Cap}}: The maximum score is 9,999,999, which can be reached in a full playthrough of Hard mode.

to:

* {{Cap}}: The maximum score is 9,999,999, which can be reached in a full playthrough of Hard mode.mode in Area 6.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RewardingInactivity: The game slowly increments your score if you're not firing your main weapon, though AintNoRule that you can't use your secondary weapon.

Top