BIL wrote:Absolutely - the trick is, they're proximity-triggered, and will stab a set amount of times followed by a short lull, before the pattern repeats. So just wait a bit to spot the pattern, and move forward accordingly. I really hate falling down there, though - it's so much slower, and nervy too. Don't pause the game while doing these claw bits BTW. The claw's timer will keep running, resulting in weird patterns and likely getting you killed.
Ah, so that's it.
Often times, when I fell on that route, I would be able to pass through the first few claw presses, but the last ones always did me in.
Although honestly, it makes sense that it's possible, albeit difficult, to pass through there. Because despite being an old game for a console where there many games with a lot of unfair (or downright bad) level design, Contra actually is very well designed.
There are several ways to play through the game (both slightly different routes and different weapons), but they are all doable, and that, at least to me, says a lot about a game's quality.
Couple that with the tight controls and the awesome soundtrack, and you got one hell of a game.
BIL wrote:Contra III vs Hard Corps requires a little elaboration. If you just want to finish the games, III gives you so many extends (and bombs) that even its Hard difficulty is quite doable with a little persistence. Hard Corps is relatively stingy, and can feel merciless at first even in its JP/lifebar version.
However if you're going for one-life runs, III is the more dangerous game. You definitely have to memorise both, far moreso than FC Contra, but where Hard Corps becomes mostly predictable with only rare (superb) twitch encounters, III is far more consistently volatile. Shattered Soldier/Shin Contra compares almost identically ; getting its "S-Rank" clear (no deaths, all set spawns + boss parts destroyed) is a much nervier prospect in III.
Thanks for the explanation.
I never played these much because I didn't have them as a kid, but I always knew they were harder than FC Contra, but never knew how hard they were compared to each other.
But again, like you said, people's idea of just how hard they are (especially on the internet), get blown up out of proportion by people who never actually played (or just barely played it).
BIL wrote:Are you familiar with Natsume's Final Mission, btw? Its soundtrack is totally worth a listen for fans of that fat as hell Hidenori Maezawa sound.
I didn't know this one.
I listened to the sound track, and yeah it's really good. Especially the Stage 4 song.
I played for a bit, and it reminds me of Capcom's Forgotten Worlds for the arcade. Know I kinda want to listen to the audio in-game, because often times, listening to a game's soundtrack in context (while playing it) just makes it sound even better.
BIL wrote:Haha, thanks. Drop by the society for sidescrolling action sometime, all aficionados welcome. ;3
Alright, I'll take you up on that offer.
I checked the thread last night, and it appears ninja Gaiden is a favorite among you guys. So driven by that, I played it for a bit, and managed to reach 1st boss of Act 5 (the annoying lightning guy).
Lost against him several times, and eventually had to quit, because it was getting pretty late. I do intend to play it again today (and try to finish it if possible).
It's pretty fun to play against bosses you've never seen before, and to form a sustainable strategy to beating them without depending on luck (mostly), wherever possible.
This is why, nowadays, I tend to avoid watching replays/runs of games I've yet to beat (and intend to beat), so that I don't learn the strategies from others, without experiencing the levels/bosses myself. It's just more fun that way.
Then, when I beat them by myself, I can watch some runs, and see what other do differently.
It's pretty fun comparing the strategies you come up with, with what other do.
But it was pretty good, because I hadn't played NG for a long time, and I don't think I had actually ever reached Act 4, so it was pretty fun.
And one thing's for certain, you get pretty good at doing precision jumps and slashes playing this game whether you want it or not, because by the final acts, it is pretty much required, especially if you play without sub weapons.
One thing that makes games like this fun to play, even though they are hard as hell, is the precise controls and skill based playing.
This is what makes games like Ninja Gaiden, Ghouls n Ghosts (Makaimura), MegaMan, Contra, etc, always fun to play, even when you're getting murdered every other step.
Well, this turned to be quite the long post, so I'll stop now.
