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.The Excuse Plot is as follows: In the year 2302, just after man has made peace with the inhabitants of the galaxy Andromeda, a group of vicious aliens takes down the galaxy and sets its sights on man. Our only hope is the special starship Recca.Recca pushes the NES hardware to its absolute limits, with action that goes even faster than later-generation arcade shoot-em-ups like Raiden Fighters, DonPachi and Giga Wing. 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.Was re-released on Nintendo 3DS 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.Not to be confused with the anime Flame of Recca.
Be prepared for the most ultimate sparky challenge in the world of Famicom.
Death Is a Slap on the Wrist: Partly. Your character does lose all powerups on death, but since the amount of enemies (and hence the frequency of powerups) appearing is staggeringly high, this is not much of a problem...
Dramatic Disappearing Display: 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 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.
Game Mod: Recca: Pure. With Zanki Attack and Hard Mode available unlocked at the very beginning
Genius Programming: 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.
Harder Than Hard: Zanki Attack (lit. "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. Bullet Hell? Try Bullet Hell without being able to see the bullets!
Segmented Serpent: Present in this game, and like most examples, are only vulnerable in the head. Two of them you fight serve as Mini Bosses.
Sequel Hook: 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.
Smart Bomb: Instead of having a stock of smart bombs, you have to let go of the fire button to charge up energy, and when the gauge is full you can fire a smart bomb.
Spread Shot: The V weapon, which fires a spread of 5 shots forward, as well as the F weapon, which fires a 3-way forward and a 2-way backwards. Some of the enemies will use both the regular burst as well as the spray burst on you.
Timed Mission: That timer on the HUD is there for a reason. In the Normal Game and Hard Mode, you have 60 minutes to complete all the stages. If you take longer than that, the game's over. This is only really a problem in Hard Mode, it being three stages longer.
What else would you wish. This is a game made specifically for a gaming event. Cue toNintendo Hard.
Title Theme Drop: In Hard Mode Area 7, the background music is the title screen theme.
The Unfought: After the end credits, your ship returns to base, and is promptly attacked by 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...
And no, don't stare at the Summer Carnival games made for Turbo Grafx. First, they were developed by a different team (although done for the same kind of tournaments). Second, they have completely nothing to do with Recca story-wise. Third, they completely lack the insane speed Recca had.
Wave Motion Gun: 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.