I very vaguely recall hearing about that,
in a post-FC series overview somewhere. I didn't realise the game itself was Japan-developed, though. Actually, I didn't know until this minute that the game even got a Japan release! My fondness for certain JP-developed 3D action games on the system (Silent Bomber, Omega Boost, Ghost
in the Shell) is very slightly piqued, but god knows I'm cautious.
The post-FC vanishing of Sunsoft from action game preeminence reminds me of Natsume's a generation later. Makes me grateful for situations like Konami/Treasure and Irem/Nazca, where key staff escaped that generational cutoff to rack up a few more hardcore hits elsewhere. Ala Metal Slug or Alien Soldier, another Batman or Gimmick would've gone a long way. ...I'm not gonna daydream too much here, having never actually tried out any of Sunsoft's post-FC stuff, but again I'm not overly optimistic.
So, far from the unlockable difficulty I was anticipating after getting a big fat E Rank on my first credit-feed through, Hard Spirits has no bonuses whatsoever. I'm not sure if it even has S-Rank. Got an A for 1CCing, but tbh, it's such a finicky, giant hitbox-reliant game, I'm not compelled to try harder.
Returning to the always-exhilarating SFC version, I actually missed the Shin Contra direction lock briefly. Had the GBA's air control not completely screwed the pooch, I'd prefer its basic controls. Fighting st4's boss with aim locked firmly to the right while scrambling from handhold to handhold feels
great. Hard Spirits also earns some minor weapon balance cred by nixing dual fire - Homing and Laser are good choices at a few points. As with the slow, weak, yet thornily-hitboxed bosses, the gain is ultimately Pyrrhic - denying the speedy, lethal Dual Crush game
in favour of conservative automated tactics - but it's certainly a change of pace.
In this minor alternative universe regard, I'm quite fond of this version. Soundly inferior, but far from deserving of the "awful port" brickbat (see R-Type III for real SFC->GBA badness).
I also tried out the first Super Mario Advance briefly, being on the "big name conversion I've long ignored" tip, and I have to say - the added voice acting and even the new, "expressive" sprites are truly suicide-inducing. When I superjump as Luigi I want to kill myself! Just try it, seriously.
"Yayyy" I know, slowpoke.jpg, I even bought this at release BITD... but it's as if I blocked out the memory. 3: The NES/FC version is positively noble
in its reserve.
Also, the "swinging" camera that lurches ahead
in the direction you're moving is exhausting. I kinda like how it recognises multi-kill chains though! Also, I like the exploration incentive of the secret coins. The original game has a nice degree of nonlinearity, but I speed past most of its nooks and crannies these days. Doesn't take much to make me switch off a Mario
in favour of my SMB2J FC Mini cart, tbh.