Pre-release/developmental material on Contra

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prototector
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Pre-release/developmental material on Contra

Post by prototector »

Hi.

I have recently been collecting early screenshots and footage of Contra games. I find this type content to be very interesting; it gives a glimpse into the developmental history of the games, what may have been planned or even placeholders. For some of the Contra games in the series, I've come across preview material that shows differences in sound effects, music, graphics and gameplay elements such as level structure, enemies, powerup placement, etc. It gets even more interesting when early playable builds become available and these can be full of early content. One example is the beta of Contra 4 that, as a complete surprise, was released within a month of the initial North American release.

One of the big obstacles I have to work with is the time during which I began looking for these things online. As I only began recently and material for many of the games in the Contra series was originally posted as early as 2001, websites have come and gone, taking the interesting data with them. I was hoping that there might be others who would be interested in this as well, and may have archived some of this data that they'd be willing to share. I'm currently working on archiving this stuff, myself, as well as putting it up on my site. Some of the media I'm currently in search for include:

-(FOUND AND RECOVERED) Simon Lai's Contra 4 demonstration at Gamespot. The video no longer functions on the Gamespot page. In it, Simon Lai demonstrated a build from July 11, which is later than the released beta. However, it contained its own set of differences.

Although I am mainly looking for game screenshots and footage, concept sketches are welcome as well. Shortly, I will try to link the content that I have thus far. Hopefully, we can dig some interesting pieces of Contra's developmental history out of obscurity.
Last edited by prototector on Wed Aug 27, 2014 8:05 pm, edited 1 time in total.
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Re: Pre-release/developmental material on Contra

Post by prototector »

Alright, I have set up the Contra 4 page. Here is all of the pre-release material I've found and put up:

Contra (NES)
Gryzor (ZX Spectrum)
Contra III: The Alien Wars (SNES)
Contra Advance: The Alien Wars EX (GBA)
Contra 4
Contra: Legacy of War (Sega Saturn)
Hard Corps: Uprising (XBox 360/PS3)

The following are pages on prototype versions of some of the games (there are other prototype versions covered, but I find these ones particularly interesting). Please be assured that there are no rule-breaking links in these pages:

Contra Advance review copy (GBA)
Contra 4 June 27 Prototype (DS)

If you have any other interesting content to share, please do.
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Re: Pre-release/developmental material on Contra

Post by jepjepjep »

Nice site prototector!
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Re: Pre-release/developmental material on Contra

Post by BIL »

I didn't know FC Contra started off a loop higher than the NES version - I did suspect something was up when I picked up the former, but it'd been way too long since I'd played the NES one to confirm. Very cool! The game is so good in higher loops with tons of runners onscreen, all able to fire at random (from stage 3). Feels almost like the huge mobs of AC Super Contra or SFC Spirits. Nice to know the FC version will heat up that much quicker, especially if you skip to the end of the first loop with its stage select cheat.

Image aww yeee

It annoys me a bit that Super Contra (FC/NES) doesn't seem to loop up at all, or if it does, almost imperceptibly. I've looped the hell out of it, something like eight, to no real effect. It's certainly a fun time regardless and I still consider it a Famicom essential just like the original and Umechan Team's other two landmark ports (Salamander and Gradius II), but it's a shame it loses those rowdy higher loops.
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Re: Pre-release/developmental material on Contra

Post by prototector »

jepjepjep wrote:Nice site prototector!
Thank you :)
BIL wrote:I didn't know FC Contra started off a loop higher than the NES version - I did suspect something was up when I picked up the former, but it'd been way too long since I'd played the NES one to confirm. Very cool! The game is so good in higher loops with tons of runners onscreen, all able to fire at random (from stage 3). Feels almost like the huge mobs of AC Super Contra or SFC Spirits. Nice to know the FC version will heat up that much quicker, especially if you skip to the end of the first loop with its stage select cheat.

Image aww yeee

It annoys me a bit that Super Contra (FC/NES) doesn't seem to loop up at all, or if it does, almost imperceptibly. I've looped the hell out of it, something like eight, to no real effect. It's certainly a fun time regardless and I still consider it a Famicom essential just like the original and Umechan Team's other two landmark ports (Salamander and Gradius II), but it's a shame it loses those rowdy higher loops.
Yeah, the Famicom Contra's difficulty came as a surprise to me. When I first played it, after not having played the NES version in a few years, something really felt off about it. I believe the shooting foot soldiers appear on the first stage...? If not, it's the third one (Waterfall). Either way, they appeared much more frequently than I remembered. I find the difficulty difference a bit ironic, considering the other early Konaim-developed Contra games were the inverse: easier Japanese releases and more difficult overseas counterparts.

Although the NES version of Super Contra does loop, I'm fairly sure that the difficulty does not increase on each following run. However, there is a sort of related feature in the original arcade version's Japanese release. After you beat the game the first time, instead of properly seeing the ending, you are sent back to the first stage; this time, on the game's highest difficulty setting. Once you complete this run, the ending is shown. In the North American release, you get to see the ending on the first run.
Last edited by prototector on Tue Aug 05, 2014 4:17 pm, edited 1 time in total.
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Re: Pre-release/developmental material on Contra

Post by mikehaggar »

Awesome website! I have nothing to add information wise....just wanted to let you know that Contra is probably my favorite series of games and it's so good to see a site dedicated to it! I'd love to see more information about it eventually (and not just early dev stuff). Also, you're lacking my two fav contra games: Shattered Soldier and Hard Corps! Hopefully they will be there soon.
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Re: Pre-release/developmental material on Contra

Post by prototector »

Actually, I already have sections dedicated to those 2 games :)

(when you reach the top of a page, the side bar will have links to the main sections)
Contra: Hard Corps
Contra: Shattered Soldier

I did not list them in my post above because there is hardly any dev material covered for them currently. I believe I've covered all "mainstream" Contra games. I'm glad you enjoy the information and hope you find something interesting.
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Re: Pre-release/developmental material on Contra

Post by Stevens »

Great job and respect for including Uprising. Lots of people seem to hate on that one in my experience.

Them - "It isn't a real Contra game!"

Me - "Well what would you compare it to?"

Silence

Me - "Contra?"
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Re: Pre-release/developmental material on Contra

Post by prototector »

I am bumping this thread due to a noteworthy update.

I've found the E3 Gamespot demonstration of Contra 4 that I've been trying to recover for a while. I have updated the Contra 4 developmental material page with the video, as well as annotations on the build demonstrated. The page is here: http://contrapedia.wordpress.com/contra ... -material/

The first post is edited now that this footage has been recovered. It's available to view for anybody who's interested.

Noteworthy elements include the early 3D stage map design on the lower screen, as well as sprite replacements for the Crush missiles. The latter is a bit peculiar considering the earlier June 27 build contains the final version's sprites for the Crush missiles.

But as always, if there are additional materials, please feel free to post them.
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Re: Pre-release/developmental material on Contra

Post by Skykid »

Stevens wrote:Great job and respect for including Uprising. Lots of people seem to hate on that one in my experience.

Them - "It isn't a real Contra game!"

Me - "Well what would you compare it to?"

Silence

Me - "Contra?"
It doesn't make much difference, it's a poor game regardless.

Interesting site though.
Always outnumbered, never outgunned - No zuo no die

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Re: Pre-release/developmental material on Contra

Post by Stevens »

Skykid wrote:
It doesn't make much difference, it's a poor game regardless.
Serious question - What don't you like about it?
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
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Re: Pre-release/developmental material on Contra

Post by BIL »

I can't believe I never noticed

Bill Paxton / Paul Reiser
Lance Henriksen / Michael Biehn

slowpoke.jpg :oops:
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Re: Pre-release/developmental material on Contra

Post by BIL »

After a merry old multi-looping time with Contra FC (GET TO DE CHOPPAH and smother it in flag decals), was in the mood for reading up on its wonderful zako RNG. Found a really cool article on the inner workings (NES version, but from my experience it seems to apply to FC too). I'd always suspected the game had weapon-dependent rank, but it's neat to see it confirmed. It truly feels like with the ultime power of S+R in full zako-shredding effect, enemies begin to rush in as fast as you can destroy them.

This also helps explain why relatively, a peashooter run ain't no thang (provided you've solid basic knowledge of the game, of course).

I've got a new respect for the game's runners and their spawn/behaviour routines. A split-second's inattention is all a random zako needs to put a surprise bullet in your head (or legs). The resultant tension towers over that of the FC and GB sequels, where anything that can fire at you is made blatantly obvious. The sheer speed of Contra Spirits' opening run/gun hell actually does warrant telegraphed shooters, to avoid degenerating into a total spasmodic wreck. FC Super Contra most definitely should've kept the original's penchant for sudden death by heat-packing zako.

Also, though the FC's graphical bells and whistles are mostly that, those two blizzards in stage 5 fucking rule at maximum rank. Bullets whizzing back and forth, grenades raining down, zako and heavy gunners ensuring a constant pincer hazard, your own monster spreadshot raking the screen and on top of it all, a raging snowstorm to visually pick through. Really establishes a chaotic battleground, where the NES version feels sterile by comparison.
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Re: Pre-release/developmental material on Contra

Post by Mortificator »

I would never go back to the NES version now. Snowflakes and pulsating alien sphincters may be minor embellishments, but they make things feel more alive. And the intermissions, at least in the Stardust Crusaders fan translation, dare to ask the age-old question.
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Re: Pre-release/developmental material on Contra

Post by BIL »

What I particularly love about the FC intermissions is their letting you immediately skip to the next stage by jamming on Start, where on NES you've got to wait a few seconds for the level intro text to pass.

Although, those stark, silent, white text on black screen AREA 5 - SNOW FIELD NES level intros are a hyperpurified nostalgia hit to my brain's pleasure centers, so there's that. I generally dislike nostalgising but some things are just sacrosanct.

I always hated how Super Contra just goes with AREA 1, 2, 3 etc! Fortunately KUSA came through with their usual instruction manual gold about MASSACRE MOUNTAINS and RADIOACTIVE LAVA FIELDZ.
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Re: Pre-release/developmental material on Contra

Post by Squire Grooktook »

Had to give JP Contra a spin for a few loops due to the above^^^

Yeah, spread gun + high loop is rediculously awesome, even if it sometimes seems to cause a bit of slowdown. Personally I also enjoy powered up Laser and Machine Gun, which are great fun to use and pretty strong if applied well, even if they can't match the spread gun.

Also ever try fighting the Para Slug (the worm midboss in final stage, dunno what his JP name is if it's different) on higher loops with a pea shooter? Amazingly intense stuff. The larva he spews won't totally overwhelm screenspace like in hard mode Contra 3 (since they always migrate offscreen after a few lunges), but there will always be at least 3 of them or so homing in on you from various angles. The worm spews them out randomly too, so some great reflex dodging. I find the best part is that like the rest of the game, things can get super hairy but it always gives you a surprising amount of leniency to dodge if you can correctly react/sight read. Feels like the side scrolling equivalent of Taito Bendy Lasers.


Wish I had the manual for Super C. I have the original games manual due to inheriting it from my older Brother along with his Nes collection. Unfortunately he never had Super C, and that was one I picked up in a pre-owned game store myself sans the manual.
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Re: Pre-release/developmental material on Contra

Post by BIL »

Definitely had a few peashooter skirmishes with 天王鬼龍神ジャバ / Uranian Demon Dragon God Java* in later loops - usually due to screwing up late in stage 7 and refusing the Machinegun offered just beforehand**. Really good action warding off those accursed shrimp and their lazily erratic homing. I also like how the wall blocking the way allows a bit of Spirits/Hard Corps stationary angled shooting. The lair in general is one area where the FC's sharp aiming control really outdoes the arcade version's.

FC Java's indeed not on the level of the Spirits' Hard incarnation though. I was genuinely shocked the first time I made the fatal mistake of waiting to see how many shrimp he could put onscreen at once. :lol: Same for the heart and its huggers. Death by popcorn avalanche, "SFC can't move sprites" be damned.

I've noticed the FC original always seems to stop handing out extends sometime in the fifth or sixth loops, which can be somewhat threatening if you've been sloppy up to that point. Death at higher loops isn't likely to destroy Gradius-style, but chokepoints do begin materialising. The end of stage 7 where you need to jump up to the boss approach can be particularly tricky, with runners constantly spawning and firing from both sides. I'm not sure if difficulty keeps increasing past the six loops the game visibly tracks on the chopper, but the cancelling of extends might make it interesting to see.

It's also interesting how FC runners' shooting behaviour (standing or prone shot) is controlled by the level sector you're currently in. Stopped to observe a few bits of stages 6 and 7 where they'll constantly fire low. Knowing that makes things feel a bit less deadly but there's still plenty of scope for the unexpected, given their haphazard spawning. The ice pillar hopping over water in stage 5 is a potential killer, I've had a runner pop onto one and blast me out of the air more than once. Got to clear that jump for takeoff like it's Dracula or Ninja Gaiden.

*as he's known according to The Contra Database - interesting stuff here too. JP enemy names, I love them! Was enjoying Nemesis II (GB)'s manual recently, whose "THE DATA OF CREATION" section informs us the birdy things in stage 1 are named "BOOMS." Howver I've not seen anything from Konami that tops Taito's sinister cybernetic crab "My Home Daddy."

**M without the Rapid upgrade feels like a deathtrap to me - provided you're okay with a bit of tapping even the vanilla peashooter is stronger. Killer sound effect though! ...actually this goes for Fire as well, which sounds even radder but can unfortunately travel over nearby enemies leaving you screwed.
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Re: Pre-release/developmental material on Contra

Post by D »

Great work, prototector. Clever user name :D
We all should examine old screenshots more and compare them to the retail releases. Thanks for the tips. Would be cool to somehow hack the retails and put the cool stuff back in without running into performance problems ofcourse.
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Re: Pre-release/developmental material on Contra

Post by Sinful »

This topic was a very great read with lots of really great & interesting info. Plus got some great sites out of it too.


And you've got to be kidding me. The second NES Contra game pulls an NES Gradius II stunt too when looped? >_< Well, that really sucks. Cause for some reason it felt like I preferred the second one more from the little I've played these games (only beat the first Contra once and didn't yet continue in the loop, while I have yet to beat the second NES Contra). And well, if the second game barely goes up in difficulty every odd loop, then it's replay value is going to take a major dive soon. :( Hate it when devs don't think of replay value... heck, I can't believe even Gradius Gaiden almost didn't have extra loops either if it wasn't for just one person being loud enough about it, lol.
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Re: Pre-release/developmental material on Contra

Post by prototector »

D wrote:Great work, prototector. Clever user name :D
We all should examine old screenshots more and compare them to the retail releases. Thanks for the tips. Would be cool to somehow hack the retails and put the cool stuff back in without running into performance problems ofcourse.
Thanks. I'm actively involved in the prototype scene of Contra, as small as it is. Some ups and downs. I really enjoyed getting the Contra Advance review build out there. It actually reveals quite the interesting development history of the game; I've found a lot of differences, but definitely not all of them. As usual, anyone's encouraged to participate in further analysis.
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Re: Pre-release/developmental material on Contra

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After reading through this thread, I have found my manliness at question.

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Re: Pre-release/developmental material on Contra

Post by chronicdog »

Skykid wrote:
Stevens wrote:Great job and respect for including Uprising. Lots of people seem to hate on that one in my experience.

Them - "It isn't a real Contra game!"

Me - "Well what would you compare it to?"

Silence

Me - "Contra?"
It doesn't make much difference, it's a poor game regardless.

Interesting site though.
Sorry, I have to disagree, how could you call it a poor game? Its one of the best run n gun games of all time and has references to all the classics in the genre. HC Uprising is amazing.

Im guessing you never put in much time with the game to dismiss it like that. 1cc Arcade Mode then tell me how "poor" the gameplay is.
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Squire Grooktook
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Re: Pre-release/developmental material on Contra

Post by Squire Grooktook »

I've played Uprising quite a bit, and it's neither the "best shooter ever!!!" that more casual players make it out to be (not you chronic, just in general) or the "KUSOGE EURUSHMUP BLASPHEMY" that some people around here have made it out to be.

It's a good game, in fact I think I'd say it's a great game, but it's obviously flawed as a result of being the developers first effort with a ton of new mechanics (nothing new for the franchise, just look at the arcade version of Contra 1 compared to nes, *shudder*).

The dash/air dash mechanic is amazing imo. It sets it apart from the rest of the franchise, and most other run and gun shooter, and when well applied it's an absolutely incredible, blazingly fast skill that is as exhilarating to put to use as Mega Man X's slide and wall jump. Once you realize how you're supposed to play the game, reserving normal movement for precise dodging and shooting and otherwise blazing through stages at high speed, it becomes a truly unique and enjoyable experience.

Level design is mostly solid, though I don't think it's as good as Contra 3. It could use a few more random runners pushing you forward at times (I'm not sure if the ones here even are random), which I think would make the new movement mechanics a bit more necessary and risk/reward (they often are risk/reward, but more pressure to use/not use them would balance it better methinks). As it stands though, Most stages do a good job of telegraphing when you should start dashing, and when you should run and gun. There are forgettable moments scattered throughout, but honestly I could say much worse about the original Hardcorps with all its pointless filler battles and safe spots. All in all though, the levels have great variety and a good mix of platforming vs combat, the mark of a good run and gun shooter IMO.

It's hard to point out any big flaws, as a lot of what occasionally makes the game annoying are little unpolished moments scattered randomly throughout. "Gradius Syndrome" is the most obnoxious and consistent issue, especially during boss fights. They really should have made the default pea shooter strong, or at least strong enough that the stage 3 boss doesn't loop his patterns like 3 times with it. The deflect and dodge moves are a bit questionable to me too, I don't like that they allow you to bypass certain patterns and stage elements altogether, as complex movement is my favorite part of 2d games. Otherwise my complaints about the game mostly amount to occasional little moments throughout stages where I could point and say "this could be better". But that's all the more reason why I wish they'd make a sequel: game design is all trial and error.

Good game though? Hell yes.
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Re: Pre-release/developmental material on Contra

Post by Ghegs »

Squire Grooktook wrote:They really should have made the default pea shooter strong, or at least strong enough that the stage 3 boss doesn't loop his patterns like 3 times with it.
I really want to like and play the game, but this is one half of my issue with it. The other half is the length - well over an hour for a 1CC run? No thanks. It's the combination of these two elements that makes the game too frustrating for me. Maybe if a playthrough lasted only 30 minutes I wouldn't mind the horribly weak default weapon so much, or if the weapon was stronger the length wouldn't feel quite as bad.
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Re: Pre-release/developmental material on Contra

Post by Squire Grooktook »

Ghegs wrote:
Squire Grooktook wrote:They really should have made the default pea shooter strong, or at least strong enough that the stage 3 boss doesn't loop his patterns like 3 times with it.
I really want to like and play the game, but this is one half of my issue with it. The other half is the length - well over an hour for a 1CC run? No thanks. It's the combination of these two elements that makes the game too frustrating for me. Maybe if a playthrough lasted only 30 minutes I wouldn't mind the horribly weak default weapon so much, or if the weapon was stronger the length wouldn't feel quite as bad.
You could actually use Rising mode to change the rules. IE turn off the deflect ability, increase walk speed, turn off lifebar, and make all weapons default to their stronger form. Some people might be tempted to play only by default arcade rules, but if it makes for a better game...

The length isn't too bad for me, but then again this is coming from someone who doesn't mind Gradius V's length at all.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
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Re: Pre-release/developmental material on Contra

Post by Ghegs »

Squire Grooktook wrote:You could actually use Rising mode to change the rules. IE turn off the deflect ability, increase walk speed, turn off lifebar, and make all weapons default to their stronger form. Some people might be tempted to play only by default arcade rules, but if it makes for a better game...
I know, and I did play the Rising mode a bit, but I'm mentally conditioned to the "arcade defaults or bust"-mentality. I should try to ignore that in this case, though.
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Re: Pre-release/developmental material on Contra

Post by 1KMS »

Is there a game genie code to access the last loop? I'd rather not play through the game 10 times.
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Re: Pre-release/developmental material on Contra

Post by Skykid »

chronicdog wrote: Sorry, I have to disagree, how could you call it a poor game? Its one of the best run n gun games of all time and has references to all the classics in the genre. HC Uprising is amazing.

Im guessing you never put in much time with the game to dismiss it like that. 1cc Arcade Mode then tell me how "poor" the gameplay is.
Not a chance in hell. I put plenty enough hours into the game to know that it's essentially fucked for a number of reasons, the primary errors cited by Ghegs, but there are plenty more. You can read the original thread for it if you want detail, no way I can be bothered to run through them for the hundredth time.

One of the best run n' guns of all time? Amazing?

Bullshit. Some pretty spots and it has its moments, but flawed game is flawed. It's an amazing test of patience, yes.

Play something better. There's lots.
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Re: Pre-release/developmental material on Contra

Post by MURPHAGATOR »

I'd have to agree with Squire Grooktook myself. I've played a lot of really awful games, and while HC Uprising is far from a perfect game, it's certainly not a bad one either.
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Re: Pre-release/developmental material on Contra

Post by Squire Grooktook »

Skykid wrote:Play something better. There's lots.
Nah. Like any number of "good but not great" or "great but not perfect" games brought up in the action platformer thread, Uprising feels unique and stands on its own, enough that there's not anything else that can be played as a better surrogate. The only other side scroller I can think of that has half as enjoyable air dashy action is Mega Man X, which has its own host of (much worse) flaws on top of not being an arcade game (and therefore boring). In fact, I dare say the feeling of just dashing forward and blazing a path through everything in Uprising far outclasses even the speediest moments in the X/Zero series.

Personally Uprising is among my favorite action platformers (though not my favorite Contra). I can see that it might not be to everyone's tastes, but for me at least, the minor flaws throughout are far outclassed by the frequently enjoyable run and gun gameplay.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
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