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  • It’s Contra! Everyone loves Contra. Rather, everyone loved the NES version of Contra,

  • the most popular and most widely-appreciated version. That being the late 80s, though,

  • there was by definition a huge gulf between the arcade experience. By necessity, the home

  • consoles received a break, an easier time in what was one of the most vicious games

  • of the time. And even then, the level of difficulty was such that every kid from Saitama to Smethport

  • knew how to circumvent this: Up up down down n’at. But such a thing didn’t exist in

  • the arcades. You just had misery, destruction, and maybe some Laffy Taffy you got from the

  • counter after some idiot left their tickets in the skee-ball machine. Now we don’t even

  • have that, with this XBLA remake of Super Contra, the 1988 successor to the alien-slaughtering

  • childhood-destroying nightmare. And it hates you. (As all good arcade games should.)

  • As was the case before, two grizzled combatants with unlimited ammunition and a mean streak

  • a mile wide take to the ground to thwart an alien invasion, using whatever guns just happen

  • to fall from the sky courtesy of inexplicable flying weapons pods. The primary innovation

  • over the previous version, though, is right here: sloped terrain. That’s pretty much

  • it. Oh, there are also overhead-view free-roaming segments, mixing up the gameplay a little

  • bit... but it’s still the same basic concept: Shoot anything and everything that moves.

  • Unfortunately, that’s where the game gets a bit dicey. Y’see... despite being a combat-trained,

  • grizzled combatant, you move about as fast as a anemic snail carrying ten thousand rounds

  • of ammunition. And your standard firearm, to which you are reduced every time you lose

  • a life, fires rounds that seem to max out at about five miles per hour. Compared to

  • its predecessor, power-ups are much fewer and further between. And then that lasts until

  • you get hit by anything, which - given the swarms of hostiles constantly rushing the

  • field from every angle, might be as many as twelve seconds. I used to be good at this.

  • Honest.

  • Unfortunately, when Digital Eclipse remade this game for XBLA, their idea ofgraphical

  • enhancementseemed to bekeep everything looking pretty much the same, but add huge

  • explosions and blurring effects.” Which is great when you annihilate a huge helicopter,

  • only to have foes rush THROUGH the wreckage (and huge explosions and blur effects) to

  • mangle you. The screen, being an interpretation of the arcade version, features a vertically-oriented

  • playfield (again, jarring to the home console player) flanked by woefully blurry pictures

  • of our heroes. While it brings the game to a new audience, who might be able to take

  • to it for what it is - and don’t get me wrong, the classic arcade mode looks fantastic

  • if you feel like being a purist - those of us who grew up playing the home versions probably

  • haven’t hit this particular gap between the arcade and Super C versions quite this

  • hard. Oh, and the code... is a lie.

It’s Contra! Everyone loves Contra. Rather, everyone loved the NES version of Contra,

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