Difference between revisions of "Contra"
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* Using [[H. R. Giger]]'s art style as adapted from the movie ''[[Alien]]'' was a great idea. It gives the game an over all creepy vibe. | * Using [[H. R. Giger]]'s art style as adapted from the movie ''[[Alien]]'' was a great idea. It gives the game an over all creepy vibe. | ||
* Each level is pretty unique featuring new enemies, bosses, and environments. | * Each level is pretty unique featuring new enemies, bosses, and environments. | ||
+ | * I like the [[boss tease]] as you enter the alien's lair. You see a giant alien head and assume this is the final boss, only to have to face the heart. | ||
===Bad=== | ===Bad=== |
Revision as of 15:26, 4 October 2019
Contra is a run-and-gun action shooter developed and published by Konami for the Arcade on 1987-02-20 and is the first in the Contra series. It was later ported to various home computers and special ports that were quite a bit different were made for the NES and MSX2.
I have never actually played or even seen Contra in the arcade. My first experience was with the NES game. When I found out about MAME, I wanted to see what Contra was like for the arcade, assuming it would be like a 16-bit version of the NES game, but I was a bit disappointed.
Contents
Status
I do not own any of the port and haven't beat any.
Review
- Overall: 4/10
- Best Version: Arcade
— This section contains spoilers! —
Good
- The game is a pioneer of the run-and-gun genre and, at least for 1987, pretty impressive.
- Using H. R. Giger's art style as adapted from the movie Alien was a great idea. It gives the game an over all creepy vibe.
- Each level is pretty unique featuring new enemies, bosses, and environments.
- I like the boss tease as you enter the alien's lair. You see a giant alien head and assume this is the final boss, only to have to face the heart.
Bad
- Survival comes less from skill, and more from level memorization. This requires you to spend a lot of quarters. Typical for 1980s arcade games, but not fun.
- The contrast in the graphics vary greatly from background to foreground objects. I presume this was done so the players would know where to concentrate their bullets, but the washed out colors of the backgrounds looks awful.
- The player's jumping animation is ridiculous looking.
- The football player robot boss is lame.
- The various ports are much worse than the arcade game.
Ugly
- Nothing.
Media
Box Art
Documentation
Maps
Gallery
Videos
- youtube.com/watch?v=rD9G7OCmsfk - Arcade longplay.
- youtube.com/watch?v=5stKSYNk6Z8 - Amstrad CPC longplay.
- youtube.com/watch?v=9TLzIJIKxDs - Commodore 64 longplay.
- youtube.com/watch?v=KT5sZxc0R3s - ZX Spectrum longplay.
Credits
Arcade
Role | Staff |
---|---|
Director | Koji Hiroshita |
Programmers | Satoru Okamoto, Hideyuki Tsujimoto, Koichi Cobra |
Graphic Designer | Kengo Nakamura |
Special Designers | Takashi Jinbo, Passionate Norio |
Music and Sound | Kazuki Muraoka |
Engineer | Rom Yamamoto |
Titles
Language | Native | Transliteration | Translation |
---|---|---|---|
English (America) | Contra | ||
English (Europe) | Gryzor | ||
Japanese | 魂斗羅 | Kontora | Contra |