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Super contra game 2 player6/27/2023 Conversely, bosses are designed to be more dynamic as they are much more mobile, requiring more strategy to overcome their patterns.ĭespite the gameplay differences and upgrades, Super Contra provides the same run-n-gun experience as its predecessor, at its core: hordes of enemies and large bosses, a variant arsenal, diverse stage settings and 1-hit deaths. As such, it does not feature any platforming elements. The danger of falling off the screen (death pits), present in the Waterfall stage of its predecessor, is absent in this arcade sequel. The soundtrack is more fast-paced and feels heavier with respect to the action. In addition, explosions feel more powerful as they are louder, more numerous and intense. One innovation to the level design is the use of sloped surfaces and terrains in the side-view stages. The stage designs are more intricate and their backgrounds provide a more “busy” feel (more animation, etc.). However, the style presents a greater level of realism in a military (and later, alien lair) setting. Visually, the game features a grittier presentation, using a smaller and less vibrant palette. The gun powerups are represented by small gun icons as a result, players may find it difficult to visually determine a given powerup and instead will rely on remembering their placement/location. There is a far greater number of enemies attacking the player at any given time, with more aggressive attacks. Super Contra is significantly more difficult than its predecessor, from which part of the game’s criticism stems. The popular simultaneous 2-player mode is retained in this sequel. Additionally, the player can control the height of their jump by holding the joystick up (higher) or down (lower) while jumping (a feature that was retained only in the DOS conversion). Featuring most of the guns from Contra, they can be upgraded to a second tier by acquiring a second of the same gun powerup. Although there are 5 stages in total, like arcade Contra, the game is much shorter, with a regular-length overhead stage being the finale.Īnother change is to the weapon system. The most notable change is the use of overhead-view perspective, replacing the pseudo-3D view, for 2 of the levels. Although it plays very similarly, there are some key changes in the gameplay. ![]() Like its predecessor, Super Contra began on arcade machines. Bill and Lance must take on the returning alien threat, Red Falcon, which has seized a military base. Last modified April 1st, 2023.Super Contra is the immediate follow-up to the beginning of the Contra series, with its plot continuing 1 year after the events of the first game. Know about this game? Add your expertise to help preserve this entry in video game history!Īdditional contributors: chirinea, Sciere, Foxhack, Alaka, Johnny Undaunted, Pseudo_Intellectual, lights out party, Jason Smith, Starbuck the Third. X360A's achievement guide for Super Contra. In the July/August 1990 two-page installment, they help Mad Dog and Scorpion get past falling boulders. ![]() There is also plenty of screenshots, links and additional resourcesĪ regular feature in Nintendo Power magazine, Howard & Nester was a comic strip about two game whizzes who would one-up each other, while disclosing hints and tips, in the settings of various recently-released games for the NES platform. Information includes release dates, detailed game descriptions, regional differences, lots of trivia and interesting information about the games' developmental stages. Fan site dedicated to the official games in the Contra series.
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