Contra Anniversary Collection in test

Konami will not let the excitement in celebration of the 50th anniversary go from their minds, and this collection, the Contra Anniversary Collection, will be the final of their three video game anthologies of their …

Konami will not let the excitement in celebration of the 50th anniversary go from their minds, and this collection, the Contra Anniversary Collection, will be the final of their three video game anthologies of their top classics currently available. In April, we were fighting Dracula in an attempt to free Transylvania from the clutches of the undead demons, hungry to suck human blood. Konami doesn’t make this task any easier by releasing the release of their Contra Anniversary CollectionFor when it was former Wallachia, and now everything else in the world is in danger of being destroyed by aliens.

It was in 1987 that Contra was the first game that appeared in gaming halls and arcades around the world as a thrilling fusion of the broadest range of pop culture references from the action and sci-fi fields and took the title of genre round and gun much more seriously. Contra Anniversary Collection Contra Anniversary Collection includes not only the arcade editions of the initial two Contra games but also their port versions to Nintendo’s consoles for home use at that time and also specific games that were released from 1994 on games on the Super Nintendo entertainment system, the Gameboy as well as games for the Sega Megadrive/Genesis in various country versions. In all, the Contra Anniversary Collection includes 10 games, however, it’s essentially five. Then there are the independent arcade versions for home consoles were counted as an additional entry. The collection includes seven games:

The transfer and emulation of games has once more been handled, like in cases like Konami’s Castlevania Anniversary Collection been handled by the specialists at M2. In the same way, with “The History of Contra,” the reading material is included with the help of an ebook that includes a wealth of information about this particular Contra series, along with manuals for the games, as well as interviews with the designers of the series. The menu for Contra Anniversary Collection Contra Anniversary Collection is extremely well-designed and is located on the right-hand side of the display; the various items are listed one beneath each other in the form of an arc. They can be chosen from one to the next, and the remainder of the screen is a display of a – in comparison to the text of the Castlevania Anniversary Collection brief description of the content of the particular adventure, as well as an accompanying screenshot. Then, at the bottom of the list of options as of the most recent update, you will also see the recently announced Japanese version of all the games.

The announced post-announced Japanese versions

In addition to Contra for the Famicom, only the NTSC version for America and some PAL versions of Europe and Australia were available in the collection until the time of its release. Like it, the Castlevania Anniversary Collection However, Konami had previously announced before release those missing Japanese versions of all the previous titles as a free patch that was later released. This was the case in the most recent update. Under the menu option “Bonus JP Versions” are now the following Japanese versions:

Rambo Meets Predator meets Alien

Similar to the genre of gun and run, The Contra games are primarily shoot-em-ups. The first arcade offshoot offers the benefit of three perspectives, at the very least, visually for various options. We generally move across the screen from right to left and cut down anything with our rifles. It can be strengthened through different upgrades and be different in the type and distribution of ammunition and the fire rate. It does not reveal it as a human shape until the number three. We employ rockets, lasers, or grenades to fight off aliens from space. We also have a limited-area attack that cleans the screen of enemies and causes more damage to bosses. However, as mentioned earlier, it also alters the viewpoint repeatedly to make us feel like we’re moving within a 3D simulation and can control the game’s character from behind via tubes of corridors or view the player from an angle that is isometric and then slash enemies’ infrastructure as well as fighters on the floor. If we’re hit by enemy fire, and we cannot save the chance to live a few minutes, as well as all the weapons upgrades we’ve accumulated until that point, which could cause us to pay a heavy price, particularly before the final boss. Beyond the shoot-them aspects, however, the Contra series is also a platformer, or jumping and running – which requires precise jumping and maneuvers to avoid every time. Furthermore, many games are playable in pairs. This not only decreases the very spongy difficulty level (despite having the possibility of choosing various difficulty levels) but simultaneously reveals the potential of parts of the Contra elements.

Are you frustrated by the coin flip?

As we’re discussing the topic of difficulty, the same should not be undervalued. Many enemies swarm across the game’s screen, shooting all over the place so that even Neo could have trouble finding it through the raging bullets without injury. The arcade games of Contra or Super Contra include it. In the end, the goal in the 1980s was to get as much money as possible from the pockets of those who played in the gaming halls. This port to M2 is an answer to this. As is the norm for emulators, it has the option of creating a save state for each title , and it is possible to save the game at any point, similar to the quick save. However, what was an ease-of-use feature within the Castlevania anthology turns into a true death trap when you look at cases like the Contra Anniversary Collection. This is because M2 has only one savestate for each game. Particularly in the Contra games, there aren’t many periods of peace that let me save safely. The projectiles fly across the sky, and opponents assault me with violent suicidal thoughts or launch grenades at me. This led me to the same probability during April due to the realization that I chose an undesirable saving time and then digitally immortalized the exact moment when an unavoidable bullet struck through the body of my digital alter-ego.

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In addition to this, M2 has performed admirably in their emulated. The games play smoothly, the controls respond without delay to inputs, and the music instantly draws you into its pulsing rhythm. Again, there are a variety of options for picture output. These include 4:3, a larger Pixel Perfect or 16:9, or all three with simulated scanlines. This gives the image a look like the game is playing from an outdated tube television or even near it. In the case of Operation C for the Gameboy, it is the same in black and white. Game Boy Color look or the greenish grid matrix of the original Game Boy, again with an optional scanline filter, are all available. For arcade-based games Contra as well as Contra and Super Contra and Super Contra, there’s an additional feature available in the output of images: since the two games played rotated vertical screens in arcades. If you simulate the gameplay on the 16:9 aspect ratio, the image is tiny. M2 has designed an “Tate” mode to help with this which is why the option for rotating images is available. In “Screen Rotation,” the image can be rotated to the left or right. This allows you to play arcade games in the entire vertical dimension. This requires a display that can be turned. Video recordings of own gaming sessions could also be created using the emulator. One of the most interesting features can be that the recorded video may end at any moment when it is viewed again, and a save state could be created at the right place to intervene within the game.

Recent issues with emulation

The same thing that applied to Konami’s Castlevania Anniversary Collection in regards to how the image was originally output in the 4:3 format is now applicable also to Konami’s Contra Anniversary Collection The image displayed in the original mode isn’t stretched to the total vertical. This makes it turn out to be even smaller than what is known as a Perfect Pixel image. A 4:3 print stretched to the total size of the screen can only be achieved when the option to scanline is chosen. But, as the scanline filter is extremely darkening the image and causes it to appear dull and muddy, it isn’t my preferred display mode. The desire for a pure 4:3 picture stretched out to complete the vertical aspect of the screen is not fulfilled yet. Furthermore, the top scores from the games aren’t stored in the savestate currently used. Every time a restart is made, the high score gets reset to the standard table. This happens, of course, generally for things. It’s memories that are read-only. Therefore, as soon as there is no saved state loaded, the ROM is re-opened in its initial form. The lack of work to develop a better solution is unfortunate, particularly in a game such as Contra, which isn’t about hunting high scores.

Contra (Arcade 1987/ Famicom 1988/ NES 1988)

The arcade title was the first to introduce the two main characters of the initial days of the series. They were modeled on Schwarzenegger for the role of Predator character in the part of Major Alan “Dutch” Schaefer, Bill Rizer, and Lance Bean, the model of Vietnam Veteran John Rambo, portrayed by Sylvester Stallone. Bill, as well as Lance, are members of the title Contra organization, a group of elite soldiers charged with the task of eliminating Earth of aliens. In fact, under the direction of the Red Falcon organization, the blue planet 2633 is under attack from aliens.

The story behind the game’s functional aspect is Contra, which is only slightly more complex in the latter parts. It is enjoyable although somewhat repetitive gameplay typical of the genre in which different scenarios offer variety every time. The initial three levels provide three distinct perspectives. We first control our character traditionally by moving from right to left and taking down anything that doesn’t move away logically. The second stage offers an unreal 3D area where we can guide our character’s movements from behind as we travel through corridors and clear the blocks of laser barriers to defeat the first boss. Then, in the final stage, we climb up from the bottom, jumping from platform to platform, avoiding boulders, guns, and enemies. It’s pretty enjoyable to observe how powerful the arcade hardware was. The visual contrast between the arcade title and the version of Nintendo’s Japanese Famicom, along with the NES, is more than stunning. On the other hand, the levels in the console version for home use which total eight levels, are considerably longer and more lenient about difficulty than the levels from the arcade edition. This Japanese Famicom version differs from the NES version by incorporating brief videos and radio messages to the base and also an overview map that closely resembles one of Ghosts and Goblins and includes information on the current location of the player at the start of every level. It was made possible by Konami’s VRC-2 chips, which were built into Famicom’s circuit boards, but were not present in the NES.

Super Contra (arcade 1988) and Super C (NES 1990)

One year ago, Bill and Lance removed their fellow members of the Red Faction from our planet through force of arms and power; they returned to launch a fresh assault. To add insult to injury, The aliens have acquired the military base where soldiers utilize mind control to bind them to their agendas. This is why Bill and Lance have to eliminate their former colleagues.

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The second and final part of this arcade game, and its port to Nintendo’s home console, take out the 3D pseudo-levels of the first and introduce missions in an isometric perspective. After scrubbing the floor clean with aliens side to side in the initial level, we take on the aliens from a top-down view in the sixth and second levels. The game’s arcade version took players through five areas , with mini-bosses and bosses in the groups; however, the NES version features three more stages and differs more from the arcade version in the content.

Contra III: The Alien Wars (SNES 1992) and Super Probotector: Alien Rebels (SNES 1992)

Unwilling to accept the advice that aliens appear to be, and accompanied by a genuine loss of pride and pride, The Red Falcon unceremoniously declares interplanetary war on Earth 2636 and begins an era of Alien Wars.

The initial version of the series available for the SNES enabled – due to the more powerful technology of Nintendo’s new console – not just an enormous improvement in graphics, however, but also the introduction of game-related changes that are new in terms of technology and architecture. For instance, the new accessible top-down levels differ significantly from the levels of the previous version. With an advanced Mode 7 graphics mode on the SNES, the playing area could move to match the player’s fixed view, and we are no longer able to just move around a field that is static below us, but instead, we can move the same area around us as we stand in the middle and so on. In addition, the first-time animation backgrounds can be present in the game and feature parallax scrolling. This gives the illusion of multiple levels as experiences move slower than the game’s activity in the background. Furthermore, we’re not just walking and can navigate through levels by riding a motorcycle, sliding through the various levels, or riding tanks. This method allows us to shoot our way through six areas with numerous Bosses and Mini-Bosses.

Contra: Hard Corps (Sega Genesis 1994) and Probotector (Sega Megadrive 1994)

2641 Contra will once more begin to search for the stolen alien cells kept at an army base to facilitate their exploration. This time , it’s on the shoulders of those in the Hard Corps of the Contra group to restore the disturbed order. The members of this group include the humanoids Ray Powered and Sheena Etranzi and the humanoid Wolf Brad Fang, as well as Browny, the robot. Browny.

This is the very first release in the Contra series. There are a variety of playable characters to pick from. They differ not just in appearance but also regard to weaponry and unique capabilities. Armed with four weapons, we discover an elaborate plot in the course of 7 levels. To do this, we use a variety of vehicles on land, in water, and the air. There are no top-down levels in the Contra variant of Sega Megadrive / Genesis. Sega Megadrive / Genesis, there aren’t any more top-down games. However, we are chased through a zone by a robot from which we have to run away towards the screen.

Operation C (Gameboy 1991)

The name implies that Operation C is essentially an adaptation of the Game Boy version of Super Contra, which is also known as Super CNevertheless, Operation C is not merely a remake of the first Contra game, but instead an entirely new game in the series, that is influenced by the same. The game is comprised of three side-scrollers as well as two top-down levels.

FAZIT

I had lots of fun when I ventured into the early entries of the Contra universe and the games Konami has incorporated into the Contra Anniversary Collection to commemorate their 50th anniversary. The timeless round-and-gun gameplay of Contra remains enjoyable even in the year 2019. In particular, co-op mode allows the games to develop their full potential. When played in pairs, the demanding difficulty level – particularly of arcade games that should not be undervalued can be dealt with more effectively. Furthermore, with the possibility of having more than one savestate for each title, the chance of playing the distinct Contra titles until the end without being bankrupt or being in the mental institution for notorious gamers has significantly increased, even without an additional player.

It’s unfortunate that – as we’ve already criticized in this collection Castlevania Anniversary Collection and the Castlevania Anniversary Collection – yet another 4:3 aspect ratio without the annoying scanline filter is available that is stretched across the entire vertical aspect of the screen. This is not the only reason, as the tiny image of the arcade versions is stretched out to be even smaller due to this. On the other hand, M2 has introduced a “Screen Rotate” feature that lets you play arcade games using Tate modes, i.e., to rotate the screen by 90 degrees . This is, of course, a requirement to have a rotatable display for those who don’t wish to be able to watch the game on your opponent’s side. The fact that high scores only are saved in a save state, then erased when the emulator is restarted isn’t the best solution, especially in a game such as Contra. Otherwise, however,, the Contra Anniversary Collection is an excellent compilation of the first entries in the series, that still provide enjoyable play today.

What is the Contra Anniversary Collection? It is a collection of early entries from the Contra series from 1987 to 1994. It includes Arcades, Famicom, NES, SNES, Sega Mega Drive, and Game Boy. Link: Official website

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