![]() The bosses feel new and fresh, even if a lot of them were taken from other Contra games. They also will always spawn at random sides of the screen, even during boss fights. The soldiers run at random speeds and after a few seconds they will charge forward, so there is an added bit of difficulty. Face huggers from the end of the first game, soldiers recolored and lip monsters from Super C. ![]() By the third stage, they forget to drop bombs, so there is that inconsistency.Īs for the enemies, they are 8-bit versions of other Contra foes. In a brilliant twist, these boxes throw bombs, so there’s more pressure to destroy them. Each of these items and weapons are contained in the standard Contra style item box that floats overhead, but in Super Contra 7, it turns these boxes into enemies. There are icons that destroy all of the enemies on screen and even a barrier that grants you invincibility for a short time. I’m not sure which method is better, I can understand the logic for both styles. The laser feels better, because it auto fires and doesn’t reset itself when you shoot again. The spread is slower than previous games, but then so is everything. There is something funny about it though, when the flames are fired, they start as machine gun bullets until they grow larger. The flamethrower feels better than the original game, and its closer to Contra 3 where the flame grows larger, the further it gets. You’ll find some of the traditional Contra staples here, such as laser, spreader and the flamethrower. Unlike other Contra games, your bullets have a limited distance and almost reach the end of the screen. Its got easy controls, its just slow to act. There is eight direction shooting when you jump, which has always been a staple of the Contra series. In terms of the guns, its like a typical Contra game, you start with a machine gun, so you just hold down the shoot button and jump your way over obstacles and enemies. ![]() Its as if there is a memory leak somewhere caused by gunfire or the enemies. The second level instantly feels better than the first, for a brief second, before the slowdown happens. Its a testament to how poorly programmed this game is. it needs to be shot in its underbelly, but sometimes it doesn’t need to be. Its as if someone wanted an increase in speed, but messed up speed fro the X axis. Sometimes they curve and arc, but other times they’re standard and typical. So poorly programmed that the first boss’s projectiles are wildly erratic, sometimes unpredictable, such as moving at normal speed, but other times they are hyper speed. When you die close to the edge of the screen your character flips through to the other side dead. The original Contra may have been difficult, but it still felt fair and fun. Sure some people say that’s NES hard, but its painful in a game with limited lives and continues. That’s another negative thing about this game, there are a lot of levels that are just unfair death traps, until you’ve memorize them. You need to rely on your mastery of awful controls and level memorization, especially in the second level with falling rocks. There are extra lives in containers, but that’s it. ![]() Between levels shows you a high score screen straight out of the original Contra, but there is no high score, so its always at 0. No score means no extra lives or high score. You need to be very soft with your jumps.Īnother downfall of the game is there’s no score. It can be a problem when you jump to a higher platform only to jump a immediately second time. If you are still holding jump when you land, you’ll jump again. Oh, but the list keeps going when it comes to the issues. There are problems in the reverse where you can drop through the edge of a platform. One larger enemy that fires projectiles kills you even far away, because its hit box is just so giant. The player cannot get next to a barrel, because the hit box doesn’t match with the edge of the barrel and its a laughably far distance. Outside of how slow the game performs, there are other issues, such as poor hit detection and spotty hit detection, such as the first boss let me jump through him dozens of times, before it finally hit and killed me. Your jumps keep you in the air and offer a lot of control, but even jumping becomes detrimental. Its a game covered in tar with how slow it moves. Most of the graphics and sound have been pulled straight from Contra games. You can play solo or with two players simultaneously as Bill Rizer and Lance Beam from the first game. On the surface, the game looks like a new Contra game. Revered for its challenge, so its an easy target to make an unofficial game. The early series is one of the most loved and revered games of all time. The Contra franchise is legendary for the run n gun genre with one hit deaths, big action and fun gameplay. Super Contra 7 is an unofficial run n gun game that looks a lot better than it plays.
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