Contra Hard Corps Ost
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In North America, Contra: Hard Corps was one of the games featured in the rotating library, available for play during at least one rotation, in December of 1996. Details about this version of the game are currently unknown, but it may be identical to the original Sega Genesis release. Contra: Hard Corps is a side-scrolling run and gun-style shoot-'em-up video game released by Konami for the Sega Genesis in North America and South Korea in 1994. It was the first game in the Contra series released for a Sega platform and serves as a departure from preceding games in the series in many ways. Why It Rocks. Four playable characters, each one with their own weapons and abilities.
Contra: Hard Corps | |
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Developer(s) | Konami |
Publisher(s) | Konami |
Director(s) | Nobuya Nakazato |
Producer(s) | Tomikazu Kirita |
Programmer(s) | Kenji Miyaoka |
Artist(s) |
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Writer(s) | Nobuya Nakazato |
Series | Contra |
Platform(s) | Sega Mega Drive/Genesis |
Release |
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Genre(s) | Run and gun |
Mode(s) | Single-player Cooperative multiplayer |
Contra: Hard Corps is a side-scrolling run and gun-style shoot-'em-upvideo game released by Konami for the Sega Genesis in North America and South Korea in 1994. It was also released for the Mega Drive as Contra: The Hard Corps (魂斗羅 ザ・ハードコア, Kontora Za Hādo Koa) in Japan,[1] and as Probotector in Europe and Australia. It was the first game in the Contra series released for a Sega platform and serves as the first entry in the Hard Corps series, itself a subseries of the Contra franchise. It was re-released in June 2019 as part of Contra: Anniversary Collection for PlayStation 4, Xbox One, Nintendo Switch, and Windows, and was also included in the Genesis Mini dedicated console released on September 2019.[2][3]
Set five years after the events of Contra III: The Alien Wars, a terrorist group led by the renegade Colonel Bahamut has stolen an alien cell recovered from the war and now intends to use it to produce weapons. Instead of the traditional Contra heroes of Bill Rizer and Lance Bean, a new task force known as the Hard Corps (with four members) are sent to deal with the situation. The game features a branching storyline with multiple possible endings.[4]
Gameplay[edit]
Contra fictional chronology |
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The objective of each stage of the game is to reach the end by shooting at every enemy that gets in the way, and fight the boss awaiting at the end. While most of the game have the character walking on foot, certain stages have the player riding a Motoroid, a hoverbike that can transform into an ostrich-like robot. Unlike previous Contra games, which featured overhead segments in addition to the regular side-view stages, all the stages in Hard Corps retains the standard side-view perspective for most of the game. Another difference is the player can now choose between one of four unique player characters.[5][1] A new feature to the game is that the story is advanced through story cutscenes.[1]
Like in the previous Contra games, a maximum of two players can play simultaneously, but they are not allowed to choose the same character.[5]
The controls are similar to Contra III, but have been adapted to work with the Genesis's standard three-button controller, as well as the six-button controller. The three main buttons (A, B, and C) are used for switching between weapons, shooting, and jumping respectively in the default control configuration. By pressing the weapon change button while shooting (or the X, Y, or Z buttons on the six-button controller), the player can toggle between two shooting styles: one which allows for free movement while shooting, and another which keeps the character still while he or she aims in one of eight directions.[6] The player can also jump down from certain platforms, as well as move on walls and ceilings like in Contra III. A new ability added to the game is a sliding technique performed by holding the direction-pad diagonally downwards while pressing the jump button. The character will be invulnerable while sliding and can even harm certain enemies.[7]
The player can now carry up to four different weapons, as well as a supply of bombs. Like in previous games, weapons are obtained from flying capsule pods. This time the weapon items are now labeled 'A', 'B', 'C', and 'D', which will vary depending on the character controlled by the player. Each player begins with a standard machine gun, which can be upgraded to a different semi-automatic weapon by picking up the A-type power-up. When the player's character loses a life, the weapon they had equipped will be lost. Unlike Contra III, the player's supply of bombs will remain the same when a life is lost.[8]
Another unique feature to Contra: Hard Corps is the addition of branching paths that allows the player to play through a different set of stages depending on key decisions made during key moments of the game's story.[9]
The North American version was significantly harder than its Japanese counterpart, titled Contra: The Hard Corps, due to the removal of a life gauge that allows the player to take three hits from an enemy before losing a life. The Japanese version also features unlimited continues, in contrast with the American version, which only allows the player to continue five times. The Japanese cover features an illustration drawn by animator Yasuomi Umetsu, who also provided some of the character art in the game's manual.
The PAL version of the game is titled Probotector and like the European localizations of previous Contra games for home consoles, the main characters (CX-1 through 4) and some of the enemies were renamed and replaced with robotic counterparts (Browny was left unchanged, with only his name changed). The plot was also rewritten, with Colonel Bahamut and Dead-Eye Joe being redesigned as humanoid aliens, and the alien cell was replaced with a computer device called the 'X-Drive'. The gameplay is the same as the North American version, but the player only has four continues in the European version, instead of five like in the North American release. Some cutscenes were also altered. For example, the player character no longer identifies the boss of Stage 1, a robot previously thought unmanned, to be piloted by a man, or Dr. Geo Mandrake being eaten by a monster created in his merger machine. It is also impossible to side with the Alien General in this version, thus eliminating one of the endings.[10]
Plot[edit]
In 2641, an elite team of commandos called the 'Unified Military Special Mobile Task Force K-X', also known as the 'Contra Hard Corps', has been assembled to combat the rapid spread of crime and illegal activities following the war. When an unknown hacker infiltrates the city's security system and reprograms a group of unmanned robots to cause havoc, the Hard Corps are deployed to handle the situation.[11][12] Members include male soldier Ray Poward;[13] female soldier Sheena Etranzi;[14] Brad Fang, a wolflike humanoid with two cybernetic arms;[15] and Browny, a small robot capable of hovering.[16] Ray, Sheena and Brad later made a brief cameo appearance in the interactive game TwinBee Paradise in Donburishima.
Story[edit]
The game begins when the Hard Corps are deployed on a big city to destroy a group of unmanned weapons that had been reprogrammed to attack civilians. At the end of the first stage, the player confronts a robot piloted by cyborg mercenary Deadeye Joe, who escapes after the battle. At this point, the Hard Corps receive an emergency call from Dr. Geo Mandrake informing them that the government's research center is being attacked by an unknown group. The player can choose to pursue Deadeye Joe or go to the research center to thwart the terrorists, each path leading to a different second stage. Regardless of the chosen path, both stages converge to a common route. In the third stage, the player is sent to a junkyard to apprehend the notorious hacker Noiman Cascade, while the fourth stage is set in the jungle, where the enemy's hideout is located. In the fifth stage, the Hard Corps will be caught in a trap by the enemy leader, Colonel Bahamut, and the player is given another choice. From this point on, depending on the player's choices, the storyline splits into four possible paths, each with its own outcome. There's also a hidden coliseum stage with its own ending, for a total of five possible outcomes.[4]
Development[edit]
The score was written by Hiroshi Kobayashi, the secondary composers were Michiru Yamane, Akira Yamaoka, Hirofumi Taniguchi, and Aki Hata. The tune 'Simon 1994 RD' is a remix of 'Vampire Killer', a recurring theme music in the Castlevania series. The track is played in the secret Battle Stadium stage against the first enemy, an afro-haired cyborg who fights the player with a whip, as well as fishes thrown like a boomerang. His design is a pastiche of Castlevania protagonist Simon Belmont, as well as of Japanese singer Masato Shimon.
Reception[edit]
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Japanese gaming magazine Famitsu gave the game a score of 24 out of 40.[1]GamePro gave the game a positive review, praising the impressive bosses, 'eye-catching' graphics, explosions 'which test the limits of TV speakers', simple control configuration, and intense action.[20] The four reviewers of Electronic Gaming Monthly also gave the game a recommendation for its four character selection, intense action, and impressive graphical effects, though they remarked that the difficulty can be extremely frustrating.[17]
Next Generation reviewed the Genesis version of the game, rating it three stars out of five, and stated that 'Contra: Hard Corps is the ultimate side-scrolling shooter and a beast of a game that won't be easily defeated. And that's official.'[18]
References[edit]
- ^ abcde'魂斗羅 ザ・ハードコア [メガドライブ] / ファミ通.com'. www.famitsu.com. Retrieved 2018-07-24.
- ^http://www.nintendolife.com/reviews/switch-eshop/contra_anniversary_collection
- ^https://www.businessinsider.com/sega-genesis-mini-game-list-2019-4
- ^ ab'Contra: The Hard Corps developer's commentary'. Beep! Mega Drive (in Japanese). October 1994. Archived from the original on 2014-10-01. Retrieved 2014-10-02.
- ^ abKonami. Contra: Hard Corps. Sega Genesis. Level/area: Instruction manual, page 6.
- ^Konami. Contra: Hard Corps. Sega Genesis. Level/area: Instruction manual, page 10.
- ^Konami. Contra: Hard Corps. Sega Genesis. Level/area: Instruction manual, page 11.
- ^Konami. Contra: Hard Corps. Sega Genesis. Level/area: Instruction manual, page 13.
- ^Konami. Contra: Hard Corps. Sega Genesis. Level/area: Stage 5: Jungle, Mission Briefing.
- ^'Archived copy'. Archived from the original on 2010-01-02. Retrieved 2010-09-08.CS1 maint: archived copy as title (link)
- ^Konami. Contra: Hard Corps. Sega Genesis. Level/area: Instruction manual, page 4.
- ^Konami. Contra: Hard Corps. Sega Genesis. Level/area: Instruction manual, page 5.
- ^Konami. Contra: Hard Corps. Sega Genesis. Level/area: Instruction manual, page 14.
- ^Konami. Contra: Hard Corps. Sega Genesis. Level/area: Instruction manual, page 15.
- ^Konami. Contra: Hard Corps. Sega Genesis. Level/area: Instruction manual, page 16.
- ^Konami. Contra: Hard Corps. Sega Genesis. Level/area: Instruction manual, page 17.
- ^ ab'Review Crew: Contra Hard Corps'. Electronic Gaming Monthly. Ziff Davis (63): 34. October 1994. Archived from the original on 2019-01-05. Retrieved 2018-07-24.
- ^ ab'Finals'. Next Generation. No. 1. Imagine Media. January 1995. p. 99.
- ^Mega review, issue 26, page 43, November 1994
- ^'ProReview: Contra: Hard Corps'. GamePro (64). IDG. November 1994. pp. 76–77.
External links[edit]
- Contra: Hard Corps at MobyGames
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They'll need them as they face more malevolent metal mayhem than a GWAR concert. At the end of each level you square off with a boss so huge that it makes Roseanne Arnold look.well, smaller, at least. The bosses go from bad to worse, ranging from a cyber-cydops to a train with an attitude!
At the end of each stage, you face multiple-choice scenarios. Do you save the Research Center or exact revenge on an enemy? It's up to you to decide, and you'd better hurry.
One hit, and it's back to buck private for you. A Sight for Corps EyesFor those of you who think that the Genesis isn't capable of eye-catching graphics, this game proves you wrong. Big, bad, strange-looking machines, vivid, detailed backgrounds, and some of the best-looking explosions ever are interlaced with smooth animation for a totally nuked-out firestorm of a game! Add in a few different perspectives, like a huge robot chasing you down the Information Highway, and you have a game that looks as tough as it plays.The sounds are marginal but effective.
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You can even change your stance during a stage: One setting lets you shoot and run, the other keeps you steady and immobile while shooting. When fighting the highway boss, slide when the fist comes slamming down. Get under the airborne enemies in Deadeye's stage. They only shoot from an angle.On the Cantra-ryAs you're attacked from the land, air, and train tracks, you'll have to ask yourself one question: Do you feel lucky? Well, do you?
Because this game will definitely wear the old thumbskis down to little nubs. If you haven't memorized the Contra mantra ('Kill 'em all and let Cod sort 'em out'), then you may not be ready for this intense title. This time around, you've got four characters to choose from, each of which handles his (or her) power ups in different ways. This goes a long way toward breaking up the action and putting in a little more strategy than usual - not that you really have to think much, mind you. Generally you can get away with just blasting everything that moves!The game is a little short, but this isn't big problem. At certain points in the game, you're given a choice between two courses of action - for instance, do you chase down an escaping bad guy, or try to head off an assault on your base?
There aren't really any 'wrong' choices, but you go to a different stage depending on what you decide. Basically, instead of making one long game, Konami has given us two shorter ones.
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The action happens five years after Contra III: The Alien Wars, when a team of commandos, Unified Military Special Mobile Task Force K-X, or Contra Hard Cops, has to combat the crime and illegal activities which are spreading fast after the war. The plot is also set around a hacker who, after getting into the security system of the city, programs all the robots to destroy everything around and cause panic. The characters will meet Colonel Bahamut along the way as well, who is a former war hero, trying to subvert the Government using newly-developed weapons.The game follows the same gameplay as the other games in the series. The character has to pass several levels by killing every enemy and fight the boss in the end, to finish the game. All the levels in Contra: Hard Cops feature only side-view perspective, unlike previous games which had some levels shown in '3D view'. The player can choose between four different characters.
A maximum number of four players can play in the same time, but they can't choose the same character.The player can jump, run and fire, and also fire while jumping or running. A new addition to the game, not featured in the previous versions, was the sliding technique, which can be performed by holding the direction-pad diagonally downwards while pressing the jump button. The character can't be hit by enemies while sliding, and can even harm some of them when touching.In this version the player can now carry and handle up to four weapons, as well as bombs. Like in the previous games, when a player is hit by an enemy, the current weapon will be lost too. The Japanese version was easier to play, due to the developers programming the game so as a player can get hit three times before losing a life.
In the European and American version a player who was hit once lost a life. Characters in the European version were replaced as well.The game was received very well in the launching year, though it wasn't awarded prizes. However, critics and players rated the game with a high feedback, offering an overall mark of 87.5 from 100 on Gameranking, 9 out of 10 on Sega-16, 7.25 out of 10 on Electronic Gaming Monthly and 10 out of 10 on Honest Gamers. Both critics and players rated the game with 8.8 on GameSpot.