The
Contra tradition up to now was simply two big men wearing complementary
primary colors run around carrying rifles as big as they are, prancing
and capering about a post apocolyptic future where purple joggers and
Aliens rejects run free. They taught us valuable lessons in hygiene,
morals, and why we should be nice to old people. But somewhere along
the line, someone decided it wasn't enough to just drop heavily armed
psychos in the middle of a warzone and let the fireworks ensue: they
decided to make the next game a rollicking team romp. Like Ninja Turtles,
only with actual differences between characters.
Contra:
The Hard Corps was another example of how good Nintendo was at business
relations, because it was on Sega Genesis. It plays like a Contra 3
clone, right down to the 'we really want to try our hand at action movies'
sequences. This one gets downright silly with the 'extreme' stuff, featuring
two whole levels of chasing someone who looks like Cats from Zero Wing,
a jet bike with goofy arms and legs, and an army of mechanized enemies
who explode in half-screen fireballs.
The
most noticable new feature is the ability to choose your character rather
than have a copy of one guy, whose color scheme depends on what controller
you're not sitting on. There's Ray, who looks like the normal Contra
Guy, Sheena, a girl, some sort of werewolf thing whose name escapes
me because I never used him, and Browny, their lovable wise-cracking
robot sidekick with a heart of gold and a talent for getting into mischief.
This sounds like the cast of a doomed UPN sitcom, doesn't it?
In
the tradition of the exploding Neon at the start of III, (Hi!) this
one kicks off with an armored car crashing into a centipede mech and
several smaller machines before smashing into an obstacle and flinging
you into the streets. Typical sidescrolling ensues, then a building
gets knocked over by a flaming spider mech. Run up the side and you
see a really stupid looking giant robot in the distance razing buildings
with its enourmous eyeball. It sees you and takes a big gay hop at you.
I died on this boss twice because I couldn't stop laughing at the little
happy dance he does while razing my flesh and throwing cars. It's hard
enough to take a robot that looks like a first season Power Ranger villain
seriously, but when it cheerfully bounces around doing a jig, it makes
me want to kneel and condemn Ricky Martin.
More
rotating lift things follow, but the last one goes haywire and ends
up destroying a whole row of identical cars. Isn't it amazing how the
entire city populous owns an orange Dodge Neon?
First
boss is a Cats impersonator named Dead Eye Joe in an exoskeleton. The
whole mission (even though it's a roundabout way of putting it) was
to stop the rampaging unmanned robot. Which brings up the question-
if your objective was to simply beat the mech, why are the streets filled
with insane insect-inspired mechanoids? In the future, will the streets
always be like this? I mean in the present day the worst thing I usually
run into outside are kids on those damn scooter things. They're not
much to mow over when you're a headband wearing gun freak. Makes me
jealous. Anyway, about the boss, after you cream him, digitized laughter
grates yours ears and he puts on a little jet pack, farting away to
fight another day.
The
next stage, regardless of whether you choose to save Dr. Forrester or
let him burn while you chase Dead Eye Joe, you'll get to play with the
Contra-cycle again. If you take the 'vengenance' path like I always
do, you'll learn that something new has been added- little goofy arms
and legs. My theory behind that little transformation is that the Contra
programmers slipped out for drinks and switched the sign on their door
with the Parodius teams'. Once the Parodius programmers were safely
inside, they locked the door from the outside and switched the signs
back so Mr. Konami thought the Parodius team were the ones skipping
out. Which, since they were working on Parodius, probably didn't matter
all that much.
The
alternative version of this level lets you ride the bike for about ten
seconds before it blows up and you have to hang from the bottom of the
Contra-Jet. Beat the flying ninja from Contra 3, then climb up on top
to fight the Red Falcon's Red Baron. This would be a cool fight if not
for the way the plane you're standing on constantly makes impossible
90 degree turns. Of course, your plane gets shot down anyway and ends
up plowing into the scientists' parking lot. Which is strangely devoid
of orange cars, if I remember rightly.
All
in all, I think this is the precise moment the Contras just threw their
arms up and said, "I just don't know anymore." To make things even harder
to swallow, the Japanese release gave the characters a three-unit life
bar, whereas the American version preferred to give us that damn 'one
hit and you die' routine, which probably the single reason a Contra
ever made me want to put down the controller and ram Cu-tips through
my head. I hate America.
Onto
Part Five: Contra FORCE.