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Iron D 2726th Post
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| "Re(4):Additional info from Nintendo Power" , posted Sun 1 Jul 17:52![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif)
quote: I prefer the overhead stages of Super Contra, but then again the arcade version of Super Contra is my favourite of the four originals (can't forget Operation C now, can we?). Can't say I dislike the ones in 3, though... 3 is a great game too.
Edit: Oh yeah, those vids are pretty nifty.
I will freely admit to never having played Super Contra or Operation C, so there's not much I can say in response here.
As far as the video is concerned, it was only mentioned briefly but those guys almost completely overlooked Contras Hard Corp and Shattered Soldier, both of which rocked hard. The fact that they ignored them makes me wonder if they even played them.
I also noticed that neither the guys in the video, nor anybody here, has mentioned the sequel to Shattered Soldier that had an isometric-ish viewpoint, but I can remember Red Falcon saying it was okay and worth buying (man, that seems like it was so long ago)...I guess the game wound up just being forgettable or something...
And yeah, the new game is looking good. In fact, I think I've finally been convinced to get a DS (with the first temptations being New Super Mario Bros., Sonic Rush and it's recently announced sequel).
Er.....
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IkariDC 628th Post
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| "Re(5):Additional info from Nintendo Power" , posted Sun 1 Jul 18:43![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif)
Neo Contra is a nice game, much much easier than Shattered Soldiers, which may be a good thing or not depending on each own. I never completed Shattered so it was good for me, although I didn't have to try very hard to beat Neo Contra.
It has many lame cinemas when talking to other characters and bosses. I remember that when you do not pass the requeriments to reach the last stages of the game, you meet a certain character and tells you just that, then he turns around and starts walking, you can clearly see he is going to hit a wall! Where was he thinking he was going?
Also, Akira Yamaoka is not composing the music, Sota Fujimori who did an awesome work on Shattered along Yamaoka, does all the music himself. Unfortunatly, it's not as good as it should have been.
I don't have many more complains about the game, it was fun.
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Red Falcon 5831th Post
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| "Re(6):Additional info from Nintendo Power" , posted Mon 2 Jul 08:43:![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif)
quote: . Once you get into that stage you've pretty much stopped having fun and are going through the motions of an elaborate puzzle.
As things go I always felt that Contra did its best when you ran around and blow shit up.
I disagree, memorization is the key to every Contra, at least the parts that are actually challenging. The "run around and shoot random guys who run at you" was always filler between the actual meat that were bosses or mini-bosses, with a few exceptions (Stage four of the arcade Super C comes to mind, with the multi-hit orians who often overlap each other..) and the last stage which has that brutal part with the bugs that come out of the side walls... that, to me, is an example of how randomness can be "frustrating", because you really CAN'T memorize it and get through, and unless you saved some of the shells from earlier in the game, you're probably going to die at least once. It's the only spot in any Contra game which genuinely can get on my nerves.
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[this message was edited by Red Falcon on Mon 2 Jul 08:46] |
Red Falcon 5832th Post
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| "Re(9):Additional info from Nintendo Power" , posted Mon 2 Jul 13:31:![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif)
quote: Neither the first Contra nor Super C had any attacks from enemies that came at you in the blink of an eye (or if they did, there weren't many of them that I can recall).
Play the arcade versions. The NES versions are very easy, the arcade games, not so much. Admittedly some of them aren't lightning fast (although the metalien from stage four of SC sure can be...) but you definately need to know what they're going to do and when so as to react to it. Same with the Deathgrome or whatever it's called in stage 3, knowing the shot patterns is a pretty good idea. Besides, I just see Hard Corps and Shin Contra as an evolution of the series. Just as Gradius 3 and 4 are much more difficult than 1 and 2, the latter Contra games have more intensive memorization involved. Except Contra 3, it's by far the easiest Contra if you exclude the NES games. Speaking of Hard Corps, I made several no-death playthough videos of it a while ago with the Magician Lord one CC vid, I should upload them sometime. Oh yeah, just remembered too, there's also the issue of the abuse of the spread shot in the NES games; while it is still an abusive weapon in the original arcade Contra, in the arcade version of Super C it is absolutely awful, both levels 1 AND 2. Level 2 machine gun is the way to go. The spread shot really removes the need to try and remember what a lot of enemies do in the NES games, but hey, it's so good, why not use it?
edit: Tiamatroar did get me to thinking, though... I think the Contra games just got progressively faster moving in a general sense as the series went on. Going back and playing the original arcade Contra tonight because of this thread, it seems very slow moving.
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[this message was edited by Red Falcon on Mon 2 Jul 14:07] |
Amakusa 711th Post
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| "Re(10):Additional info from Nintendo Power" , posted Mon 2 Jul 15:22![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif)
quote: Oh yeah, just remembered too, there's also the issue of the abuse of the spread shot in the NES games; while it is still an abusive weapon in the original arcade Contra, in the arcade version of Super C it is absolutely awful, both levels 1 AND 2. Level 2 machine gun is the way to go. The spread shot really removes the need to try and remember what a lot of enemies do in the NES games, but hey, it's so good, why not use it?
Funny thing was, I practically never used the Spread shot. I was always specifically going after the flamethrower weapon in both the original Contra and Super C (Contra 3 not so much; I was liberally using everything as they came up with emphasis on the hunter). They changed that weapon in like every game.
Well, beside that, I never heard of Contra being an arcade game (no, actually, I probably have, but since I never seen it I don't have any frame of reference for it).
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sfried 0th Post
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| "Re(10):Additional info from Nintendo Power" , posted Wed 4 Jul 03:03![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif)
quote:
Play the arcade versions. The NES versions are very easy, the arcade games, not so much. Admittedly some of them aren't lightning fast (although the metalien from stage four of SC sure can be...) but you definately need to know what they're going to do and when so as to react to it. Same with the Deathgrome or whatever it's called in stage 3, knowing the shot patterns is a pretty good idea. Besides, I just see Hard Corps and Shin Contra as an evolution of the series. Just as Gradius 3 and 4 are much more difficult than 1 and 2, the latter Contra games have more intensive memorization involved. Except Contra 3, it's by far the easiest Contra if you exclude the NES games. Speaking of Hard Corps, I made several no-death playthough videos of it a while ago with the Magician Lord one CC vid, I should upload them sometime.
I wonder if your name is "Eddie" by some chance, as I know only one person who has 1cc'd Magician Lord (without cheating).
Back to Contra, I admit never having played Contra 3, so I don't exactly know what ideas were introduced there.
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