The Japanese release only included the PCB and instructions. The arcade original is also notable for its introductory sequence, which features absurd dialogue. Despite this, most players feel that the quirky controls, vertical display and brutal difficulty make for an unpleasant gaming experience. Many among the gaming community were expecting the NES version and instead, received a much more difficult and visually distinct version. This is likely due to the fact that many players knew about the NES version first and, in fact, were unaware of the arcade original’s existence until its port to the XBox 360. The arcade original Super Contra, like its arcade predecessor, is considered inferior to the NES version. True to many arcade games of its era, including the original Contra, choosing to continue after a Game Over starts the player where they were last killed. Conversely, bosses are designed to be more dynamic as they are much more mobile, requiring more strategy to overcome their patterns.ĭespite the gameplay differences and upgrades, Super Contra provides the same run-n-gun experience as its predecessor, at its core: hordes of enemies and large bosses, a variant arsenal, diverse stage settings and 1-hit deaths. As such, it does not feature any platforming elements. The danger of falling off the screen (death pits), present in the Waterfall stage of its predecessor, is absent in this arcade sequel. The soundtrack is more fast-paced and feels heavier with respect to the action. In addition, explosions feel more powerful as they are louder, more numerous and intense. One innovation to the level design is the use of sloped surfaces and terrains in the side-view stages. The stage designs are more intricate and their backgrounds provide a more “busy” feel (more animation, etc.). However, the style presents a greater level of realism in a military (and later, alien lair) setting. Visually, the game features a grittier presentation, using a smaller and less vibrant palette. The gun powerups are represented by small gun icons as a result, players may find it difficult to visually determine a given powerup and instead will rely on remembering their placement/location. There is a far greater number of enemies attacking the player at any given time, with more aggressive attacks. Super Contra is significantly more difficult than its predecessor, from which part of the game’s criticism stems. The popular simultaneous 2-player mode is retained in this sequel. Additionally, the player can control the height of their jump by holding the joystick up (higher) or down (lower) while jumping (a feature that was retained only in the DOS conversion). Featuring most of the guns from Contra, they can be upgraded to a second tier by acquiring a second of the same gun powerup. Although there are 5 stages in total, like arcade Contra, the game is much shorter, with a regular-length overhead stage being the finale.Īnother change is to the weapon system. The most notable change is the use of overhead-view perspective, replacing the pseudo-3D view, for 2 of the levels. Although it plays very similarly, there are some key changes in the gameplay. Like its predecessor, Super Contra began on arcade machines. Bill and Lance must take on the returning alien threat, Red Falcon, which has seized a military base. Super Contra is the immediate follow-up to the beginning of the Contra series, with its plot continuing 1 year after the events of the first game.
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