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The Contra series: A [not-so] Brief Overview.


Austin

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I wrote this up a few months ago for eStarland.com, but despite using my blog's draft function as a means to work on it while I was at, well, work--I decided to finally go back to it and publish it. The final version can be seen on eStarland.com's blog (link at the bottom of their main site), with some additions. Like always, I prefer the original writing.


 

In 1987, Konami released an arcade game that would help spawn one of the longest-running franchises in videogame history. It would further evolve the run 'n gun genre, spawn many imitators, and would later take console gaming by storm with its unprecedented simultaneous two-player action. That game, of course, is Contra.

 

While not as strong of a namesake today as it was over twenty years ago, the Contra series these days still manages to fill a niche market, one with a dedicated fan-base clamoring for 80's and 90's arcade-style action. With the official announcement that new Contra titles are surely on the horizon, let's take a look at where the series began and where it has gone, talking briefly about some of the major entries to the series.

 

CONTRA

(ARCADE, 1987)

 

Originally released in arcades during 1987, Contra is a simultaneous two-player, run 'n gun side-scrolling action game. Asides from its fast-paced gameplay, realistic jumping and unique aiming system, it became well distinguished from the competitors with its immense firepower, a good balance of stages (including 3D/third-person stages) and an art style very reminiscent of the then-popular works of H.R. Giger (best known for his work on the "Alien" film series).

 

While ported to a variety of computer platforms with modest success, the game would receive most of its noteriety when released on the Nintendo Entertainment System later in the year. It ironically would not receive a true, flawless home conversion until its Microsoft XBOX Live Arcade release in 2006.

 

CONTRA

(NINTENDO ENTERTAINMENT SYSTEM, 1987)

 

Following the trend of other popular arcade games of the day, Contra was eventually ported to the 8-bit Nintendo Entertainment System. As opposed to trying to duplicate every little facet from the arcade experience, Konami heavily modified the game to play to the platform's strengths. What players got was a version that looked very different from the arcade game, yet was still astonishingly true to it at the same time. All of the levels are intact--even the 3D stages--and everything had been lengthened. The smooth two-player action, still included, was uncanny for a console game at the time. Some changes were also made that some fans see as a good thing--The realistic analog-like shooting replaced with a more manageable, precise eight-way shooting system, and the slow, realistic jumping replaced with the now-familiar high-rising, spinning/curling jump.

 

 

SUPER CONTRA

(ARCADE, 1988)

 

Super Contra takes the basic formula from the original arcade game and expands on it. Many new elements appearing in this game will be standard throughout the rest of the series, including angled hills (as opposed to the flat surfaces of the previous game), top-down stages and even the occasional screen-clearing bomb power-up. This was also the only Contra game that actually changed your firepower based on how many weapon pickups the player got--In the past (and in many future) games, weapon fire rates will simply speed up if the same weapon is picked up twice. In Super Contra, weapons will expand entirely. The spread shot, for instance, will change from a three-way spread to a five-way, and the machine gun (which now shoots rockets/missiles) will shoot twice as fast with two or three times as many bullets. With these modifications to the old formula, Konami also heavily increased the difficulty level, making for one of the hardest games in the series.

 

Much like the first arcade game, this one saw a variety of home computer ports, as well as its most-popular rendition for the NES. It did not receive a flawless home conversion until its XBOX Live Arcade port in 2007.

 

 

SUPER C

(NINTENDO ENTERTAINMENT SYSTEM, 1988)

 

This rendition of Super Contra is toned-down in scale compared to the arcade game, keeping a shape and form nearly identical to the original NES Contra. However, its visuals and sound have been improved over the last version, and the new additions to the arcade game have been added as well, including angled hills, top-down stages, and improved weapon pickups. Also added are brand-new stages, making Super C feel like a direct sequel to the NES original as opposed to an attempt at a direct port of the arcade game.

 

OPERATION C

(GAME BOY, 1991)

 

In 1991, the Game Boy was taking the world by storm. Many popular NES 3rd Party developers began bringing their well-known franchises to the small screen, and Konami did so with their Contra series in "Operation C". This was an all-new, exclusive game specifically for Nintendo's handheld. Despite being on a technically inferior platform, the Game Boy Contra game managed to retain the visual style and spirit of the NES games. It is chock-full of new levels matched to some classic NES Contra tunes, and it even introduced two elements that would be used again in future Contra games: The rapid-fire machine gun used as your base weapon, and the introduction of the homing shot. For fans of the first two NES originals, this is a must-have Contra title.

 

 

CONTRA III: THE ALIEN WARS

(SUPER NINTENDO, 1992)

 

Like many SNES sequels to popular NES games, Contra III was a major step up in the series in multiple ways. Thanks to more advanced hardware, the game was able to house large sprites, transparency and plenty of mind-boggling pseudo 3D effects. On top of the graphical overhaul, new gameplay aspects were brought to the table as well, pioneering many elements that would become staples in future titles. Some of these aspects include the ability to carry multiple weapons, cling to walls, fire in-place and more. It also laid the groundwork for the generally chaotic, over-the-top, memorization-focused gameplay that will be heavily-emphasized in future Contra games. Among its fans, Contra III is one of the most fondly-remembered titles in the entire series, and probably for good reason.

 

A port of this game was created for Nintendo's Game Boy system, the second (and last) handheld Contra title until yet another port of this game in 2002 (read more on that below). The original Game Boy release was actually a well-made port, done so by Factor 5, better-known in the genre for their own Turrican series (Not to mention their later Star Wars games). It featured a majority (if not all) of the levels from the SNES game, even retaining the top-down, 360-degree stages.

 

On another note, the H.R. Giger "Alien" influence is much less apparent in Contra III: The Alien Wars. The art style in this game would take on a life of its own, further evolving with future titles.

 

CONTRA FORCE

(NINTENDO ENTERTAINMENT SYSTEM, 1992)

 

A spin-off in the series, Contra Force attempts to take things in a new direction. Multiple characters are now selectable in-game, each having their own abilities. The game adds a Gradius-esque power-up system, where special icons are picked up and weapons and items are activated at-will. The physics and shooting system feels completely different than the prior two NES Contra games: First off, bullets do not initially go the full-screen distance like before; Second, areas are littered with destructible objects housing power-ups and items; And third, the general feel of the game is completely different (Some have said it feels "clunky"). Another massive change is a focus on terrorist acitivities and enemies, as opposed to a theme based heavily on alien-like foes. One of the more uncommon Contra titles out there, it's most-likely that only Contra completists need apply here.

 

CONTRA: HARD CORPS

(SEGA GENESIS, 1994)

 

By this point, asides from a few minor computer ports, the Contra series had primarily been exclusive to Nintendo's line of systems. With the standing caliber of the series at the time, it's not likely that many people expected a new game to appear on a Sega platform. Well, it did, and there probably were not any better ways to do it than by taking the successful Contra III formula and injecting it with steroids!

 

Konami loaded Hard Corps with four selectable characters, four weapon slots per character, a whole new array of weapons and gameplay that is more chaotic than ever before. The visuals accompany this wild nature perfectly, taking complete advantage of the Genesis hardware. The way the game pumps out explosive boss fights and extreme scaling and rotation still rivals most other 16-bit games of the time.

 

The most unique trait in this game comes in the form of the addition of a dark in-game story and the ability to choose one's path at certain points in the game. This leads to a variety of different stages and boss battles depending on your choices in the game, as well as obtaining a variety of unique endings, each with their own climactic final-boss fights. Due to the heavier emphasis on memorization, it will take MANY playthroughs in order to see them all, but for some, that only helps to add to the appeal.

 

 

CONTRA: LEGACY OF WAR

(PLAYSTATION/SEGA SATURN, 1996)

 

Developed by Appaloosa for Konami, Legacy of War is the first 32-bit incarnation in the Contra series. It strips the 2D side-scrolling platformer elements and emphasizes a top-down, 360-degree mode. This is done much in the same way as the arcade Super Contra, except now the backgrounds are rendered nearly fully in 3D with polygons.

 

While The game was anticipated and even received positive review scores in publications when it was released, it was and is widely panned by the general Contra fan base. Its major game-breaking fault is being plagued with hit-detection issues, mostly due to the use of 2D sprites on fully-3D backgrounds. Because of this, randomly dying from bullets and objects that did not touch you is all too common. Also, the visual hybrid makes getting through later platforming segments a very cumbersome process. These poor design decisions and faults lead to an extreme difficulty that far exceeds any other game in the series.

 

Regardless, some still find this game to have some redeeming qualities. Four selectable characters are available, some with their own unique weapons, and the game has memory card save support. Remixed Contra music and reappearing bosses from prior games also help keep the nostalgia factor present. It even has a novelty "arcade bar" you can visit in Stage 2, which houses a graphically updated version of Konami's own Gyruss as well as a dot-collecting tank-shooter similar to the popular maze games of the early 1980s. Lastly, a unique aspect this game tried to push comes in the form of the bundled 3D glasses, to be used with the game's optional "3D Mode". Unfortunately, for the player to get the full effect, the television's contrast, brightness and colors all had to be fine-tuned in order for the effect to even work properly.

 

It should be noted that the Sega Saturn game, while much less common than the PlayStation version, is the more "complete" edition and the "one to have" if you are thinking about giving this game a serious attempt. The visual set looks sharper, the map and character select portions are full-screen, and many areas of the game are generally smoother overall.

 

 

C: THE CONTRA ADVENTURE

(PLAYSTATION, 1998)

 

The second 32-bit Contra installment, and to be handed out to Appaloosa, C: The Contra Adventure is an amalgamation of sorts. Following suit with the popular third-person platformer trend of the late '90s, a very large portion of the game focuses on fully-3D, almost Tomb Raider-esque stages and gameplay. It still manages to pay homage to the rest of the series though by including two side-scrolling stages, and the game in general has many interesting boss fights that are fairly frequent. C: The Contra Adventure actually has quite a bit going for it in to offer in the variety department. However, with some flawed execution and rehashed one-liners, the game does try a little too hard to be something it's not. A novelty in the series, some may pretend like it doesn't exist, while some may actually enjoy it for what it is--a hybrid of styles.

 

 

CONTRA: SHATTERED SOLDIER

(PLAYSTATION 2, 2002)

 

Finally taking the series back by the reigns after the widely-considered "disasters" that were the PlayStation Contra games, Shattered Soldier was developed in-house by Konami KCET. It certainly shows.

 

When the game was released in 2002, it was heralded by many gamers as a rebirth of a once-great series. It retained the classic two-dimensional gameplay all while harnessing the power of the then-modern Playstation 2, providing detailed, fully-3D visuals with no slowdown.

 

To keep things fresh, several changes were made to the basic formula. First, there are no weapon pickups. Each character now comes equipped with three basic weapons, each focused on strengths appropriate for different situations. These weapons could also be charged and unleashed as alternate secondary attacks, combining for six attack methods total. Second, a strafe-like system was implemented, allowing the player to move in one direction while still shooting in another. Third, a hit-percentage scoring/ranking system has been implemented. This rates how well the user plays based on how many objects were destroyed in the stage. While not entirely necessary in terms of completing the game, performing to a certain level changes the ending sequence, and the ranking system leads to a greater challenge for those that want to try and perfect the game.

 

Overall, Shattered Soldier is wildly over-the-top even compared to prior titles in the series, and it has an even greater emphasis on memorization than even Hard Corps from the Genesis. It is also by-far the most hard-edged in the series, with dark, gritty visuals, an agressive, hard metal-like soundtrack, and boss creations that can be disturbing in ways that can't be described.

 

 

CONTRA ADVANCE: THE ALIEN WARS EX

(GAME BOY ADVANCE, 2002)

 

When the Game Boy advance was released, there was a tendency for companies to port popular Super Nintendo games to the platform. Konami was a little late to the party in this regard, initially focusing on original titles when the system released. However, eventually dipping into their back catalogue, they eventually brought us a modified port of Contra III: The Alien Wars. What is most-interesting about this version is that the top-down mode-7 stages of the SNES game have been removed in favor of bringing over two stages from Contra: Hard Corps from the Genesis. Also, the strafing feature of Shattered Soldier has been implemented, allowing you to run in one direction while still shooting in the other. This element puts a fresh twist on what is an already-familiar game to many.

 

 

NEO CONTRA

(PLAYSTATION 2, 2004)

 

Taking the visual and sound styling from Shattered Soldier, Neo Contra takes a cue from Legacy of War and shifts the gameplay back to a top-down, 360-degree moving style. Fortunately, the hard-edged visual polish of the first PS2 release has been retained, and while the gameplay has been significantly changed with its lock-on based system, it has some truly over-the-top moments and still feels very much like it belongs in the Contra universe. Unfortunately, this often seems to be an overlooked title in the series.

 

 

CONTRA 4

(NINTENDO DS, 2007)

 

Contra 4, much like the PSOne games, was pitched to California-based WayForward Technologies. However, unlike Appaloosa, WayForward managed to pump out one of the most-exciting, true-to-form Contra games released in the last 15 years. Following directly on the storyline events of Contra III, it retains much of the gameplay mechanics that made the 16-bit titles a success, incorporating the classic weapon pickup system, remixed music, and stages that are new-yet-familiar at the same time.

 

One interesting twist is that by utilizing both DS screens, the game uses a vertically-oriented screen setup reminiscent of the first two arcade games. Also as an added bonus, the original NES Contra and Super C games are available as unlockables, making for one of the most complete action packages for the DS.

 

On a side note, this title was also developed and released for a variety of cell phone platforms. However, none particularly do the game justice and it remains one that needs to be experienced on its original platform in order to get the full effect.

 

 

CONTRA: REBIRTH

(NINTENDO Wii, 2009)

 

Yet another Contra title to be licensed out to another developer, Rebirth was released exclusively on the Nintendo Wii via its online-only WiiWare download store. It is an obvious throwback to the 16-bit line of games, with familiar gameplay elements and a visual style that was purposefully made to look a little pixelated. While the game itself is just as chaotic as ever and overall it is a very solid Contra title, it does tend to take a more comedic approach to a variety of aspects and is clearly not meant to be taken too seriously. Not to say it shouldn't be, because it's one of the hardest entries in the series!

 

So, that about wraps it up..

 

As of this writing, Konami has announced plans to release a new entry for the XBOX 360 and Playstation 3 systems in Winter 2010. Much like the Wii's Contra title, this one will be a digital-download-only. Interestingly, it is being developed by the established, well-respected Arc System Works, best-known for their creation of the Guilty Gear series. Surprisingly, the "Contra" label has been dropped completely in favor of the simple, "Hard Corps: Uprising", an apparent prequel to the classic Sega Genesis release. Many are crossing their fingers that dropping the Contra name altogether is only temporary.

 

On top of that, Konami has officially announced a yet-unnamed title in the series via Nintendo's upcoming 3DS handheld system. Details at this moment are still very speculative, but it is certain fans will foam at the mouth while imagining an explosive 2D Contra game with stunning, eye-popping three-dimensional effects. Well, they can at least hope, right?

 

So, to close this out, the Contra series, established in the late 1980s, has come a very long ways from its arcade origins. Appearing in multiple shapes and forms, it has been cut up, demolished, put on life-support and successfully revived all the same. Talk about quite the history. Only time will tell where this series continues to go, and how it evolves..

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