The arcade version of Contra is like the first season of the Simpsons. Neat to look at from a historical perspective but otherwise not worth revisiting in insert current year.
An unapologetic quarter muncher (full disclosure i saved state the fuck out of both my playthroughs), the actual basic run n gunning can still be pretty satisfying, but the sequel, NES port and future entries all did everything much better.
An unapologetic quarter muncher (full disclosure i saved state the fuck out of both my playthroughs), the actual basic run n gunning can still be pretty satisfying, but the sequel, NES port and future entries all did everything much better.
PERSONAL BEST: 108,300pts
The two mumbling beefcakes of 80s Hollywood are together at last! With the mission tostorm straight into Nicaragua and violently usurp their current socialist government on the behalf of Ronald Reagan and initiate an entire massacre on civilians kick some alien ass in New Zeland in the year 2633, this arcade shooting cornerstone completely embodies Dukie's credo of shooting everything on sight, being tough, and chewing bubble gum.
It has to be said this is an evolution of Konami's many shooter games(evolving straight from "Scramble" up through "Gradius"), that sticks to the principle that you need the power-ups and that once you die once, you lose them all and are pretty much a gonner. It's a requirement to have power-ons all of the time, and it is damning every time you get something that is not the spread gun or machine gun. Often these swaps get irreplaceable, and you need them especially for the later-game bosses, although they're so hard they'll reduce you to using pea shooters anyway.
Like "OutRun", I think "Contra" can be credited for managing to invigorate the 16-bit artstyle. The jungles are pretty and lush, the sprites of the heroes are wonderfuly recognisable, crisp, realistic, and you can imagine the whole package being seamlessly translated for the Mega Drive. And also the alien designs can get really yucky and disturbingly organic. It's so funny and artful how this pastiche on "Commando" so seamlessly blends into the finale of "Alien", and just couple it with early forerunners of gaping stone faces shooting fireballs that are so obviously an inspiration for Sega's "Altered Beast".
"Contra" officially has 7 stages but with the change of landscapes it really feels more like 10. As a casual player it is perfectly achievable to reach(or even beat) about half the game, but then it just starts being very brazen and uneven with its difficulty spikes. Some segments are obviously breather portions meant for relaxation, just so that some insurmountable, bullet-spamming boss is waiting around the corner. But it was an arcade game, what can I say, and people must have been compelled to get to memorise all of these patterns, using only the advantage of your high platforming flexibility in tow. I know I certainly was, and every single time I took it on the hand, I always felt I could reach a step forward, and that excercising that excitement is certainly a mark of good game design.
(Glitchwave project #022)
The two mumbling beefcakes of 80s Hollywood are together at last! With the mission to
It has to be said this is an evolution of Konami's many shooter games(evolving straight from "Scramble" up through "Gradius"), that sticks to the principle that you need the power-ups and that once you die once, you lose them all and are pretty much a gonner. It's a requirement to have power-ons all of the time, and it is damning every time you get something that is not the spread gun or machine gun. Often these swaps get irreplaceable, and you need them especially for the later-game bosses, although they're so hard they'll reduce you to using pea shooters anyway.
Like "OutRun", I think "Contra" can be credited for managing to invigorate the 16-bit artstyle. The jungles are pretty and lush, the sprites of the heroes are wonderfuly recognisable, crisp, realistic, and you can imagine the whole package being seamlessly translated for the Mega Drive. And also the alien designs can get really yucky and disturbingly organic. It's so funny and artful how this pastiche on "Commando" so seamlessly blends into the finale of "Alien", and just couple it with early forerunners of gaping stone faces shooting fireballs that are so obviously an inspiration for Sega's "Altered Beast".
"Contra" officially has 7 stages but with the change of landscapes it really feels more like 10. As a casual player it is perfectly achievable to reach(or even beat) about half the game, but then it just starts being very brazen and uneven with its difficulty spikes. Some segments are obviously breather portions meant for relaxation, just so that some insurmountable, bullet-spamming boss is waiting around the corner. But it was an arcade game, what can I say, and people must have been compelled to get to memorise all of these patterns, using only the advantage of your high platforming flexibility in tow. I know I certainly was, and every single time I took it on the hand, I always felt I could reach a step forward, and that excercising that excitement is certainly a mark of good game design.
(Glitchwave project #022)
This was the first arcade-style game I ever learned to beat without dying. Kept a stack of index cards next to my PC and just kept track of how many times I died per stage, and made notes about problem spots as I focused on just getting a little better each day (stage 6 is the worst one IMO). After a week or two I had done it and unlocked a new appreciation for these old games.
Counterintuitively, I think part of what makes this game seem hard is the 30 man code. It suggests you'll need all 30, and at the same time makes the player a little sloppy in their approach.
Counterintuitively, I think part of what makes this game seem hard is the 30 man code. It suggests you'll need all 30, and at the same time makes the player a little sloppy in their approach.
Pales in comparison to the nes version. The graphics are ugly and distracting. It is difficult to tell what guns are which because they all look the same. The music is fine, but the controls are sloppy. The bullets lack impact on the enemies and it can be hard to tell if your actually damaging the bosses (lack of noticable sound effects). Life was better before I played this version. Start with the Nes version and pretend this doesnt exist.
It's very much a game of it's time, it still looks nice and blowing enemies away feels cool, but the complete bullet-hell it is with just barely enough manoeuvrability to avoid the one-hit kills doesn't make for a good gaming experience these days. It is unashamedly a quarter-muncher (and shamelessly steals a page - nay, the whole damn library - from H.R. Giger's Alien), but it is easy to at least see why it was as iconic as it was.