Finished Hard with two misses. That's
two too many for the Contras. One was self-inflicted* and reduced the rest to a practice run, so I'm quite happy. Changes I've noticed in hard mode, besides way more shooting enemies and faster+more numerous projectiles (slowpoke.jpg, yes, with this being one of the most universally acclaimed 2D action games ever - but this is exactly what I meant
the other day! And I still need a hardware capture method before I can start working on BILRZR_0471's goodtime replay shack...) :
-game will let you dig your own grave* (as above) on the second boss, by leaving pods undestroyed. Damage it too much and disable its Hard-exclusive laser cannon, and it'll begin its pancaking phase immediately with survival down to luck if pods remain intact (destroyed pods are harmless to touch, meaning pancake can be nullified simply by walking backwards).
-as noted above, stage 3 wall smoosher can hit multiple times per slam, while following you, making positioning critically important. Insufficient wriggle room means self-impalement or a giant drill in the face. This is such an awesome boss, among the most convincingly "alive" I've ever seen.
-3rd boss's fire breath is now too fast to outrun without leaping from the floor to wall, and from the wall to ceiling (diagonal up + jump). Even with optimal movement it's a close one.
-stage 4 battleship's road-sweeping lasers cannot be destroyed.
-gaps between friendly missile barrages during the 4th boss are longer, allowing much less room for error.
-5th boss's carousel phase spins extra fast and can only be countered with quick (double-tapped) rotation. Once you've locked in a good line of fire, don't worry if you're forced to duck by a flame blast. Keep the shoulder button depressed and you'll still be in quick spin mode. Let the target rotate back into range and let go of the duck button to resume the lock.
I don't think anything actually changes in the stage 6 other than the obvious dick steroid injection to zako numbers. But I did finally put two and two together and notice the TLB is restricted to alternating arms for his claw attacks, making the escape
a lot less nerve-wracking (edit: uh, I think? edit2:
AWW YEAAA, ITS WORKIN).
I also find it's a lot simpler to instant-kill Battlantis Guy's left snake and leave the other alive while smashing up his face, provided you know how to fake them out (another of those almost-organic enemy AIs).
-if I could ask the devs one thing, I'd like to know if the brain's bouncing blue balls pattern is a reference to Salamander's infamous third boss.