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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.
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''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.

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''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.
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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.]]

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

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!!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.

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*** ** 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...

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

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''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''.

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



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* 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.

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* 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.
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* 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.
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* 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.

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

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



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

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* 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]]).

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* 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.

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* 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''.

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** 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...

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* 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.

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* 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.
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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.

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

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** [[HarderThanHard Nintendo Bloody Impossible]]: HarderThanHard: ''The New Quest'' mode.
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* {{Cap}}: The maximum score is 9,999,999, which can be reached in a full playthrough of Hard mode.

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* {{Cap}}: The maximum score is 9,999,999, which can be reached in a full playthrough of Hard mode.mode in Area 6.
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* 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.

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