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Such a familiar font, I do miss the old games a lot at times. |
Given the last review, I
thought that it'd be nice for me to review a few more Gameboy games in this
month. My next being Contra/Probotector on the Gameboy. It's certainly an
interesting game given the Gameboy's processing power and management of
resources. Considering what the old 'boy was capable of, it's quite impressive
as it stands.
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It's creative, I'll give the designers that much. |
Konami took it upon themselves
to make what seems to be a mix of the first Contra/Probotector game, elements
of the second Contra/Probotector game and throw in a lot of original content to
the mix for it to becomes something quite impressive. There's some of the
bigger elements thrown in such as musical renditions of level music from the
original, some of the boss music makes it in there too and it's a nice return
to the originals in that capacity.
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Not sure if this should have been the first boss as it depends upon firing in a direction not previously used. |
Possibly an issue with the
game and size of the carts, but there's only five levels and none of them are
particularly long nor infested with multitudes of enemies. You've three of the
2D side-scrolling platformer levels and two that use the pseudo-top-down view
of the second NES game rather than the almost 3D tunnel view of the first
game's alternative levels. While there's a lot borrowed here, there's also a
LOT that's new and unexpected.
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It can be difficult at times to identify the enemies, especially when they're shooting at you |
The levels follow a similar
pattern, going from city/industrial, military base, jungle, alien mesh and then
alien mesh corridor, skipping a few of the more redundant and repetitive
levels. There's no ice/factory levels (thankfully, I hate ice levels in almost
any game) and the final boss is... curiously non-reactive but having said that,
the pen-ultimate boss is rather a challenge. I'm getting ahead of myself
however.
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Roll in, get blown up, join the army! |
The controls are very solid
for the game, very responsive and very fluid, while jumping is a little out of
sorts from the other game, in that you jump a little higher than one might
expect for the Contra series, the emphasis is mainly on navigating the level,
shooting the occasional enemy that pops up and then going toe-to-toe with the
boss. What's refreshing in this game is that ALL of the bosses are unique and not
encountered elsewhere in the other games of the series. So there's the
thankfully good news that you'll experience new things.
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Despite the lack of colours, the detail remains impressive for the alien architecture |
Weapons wise, you start with a
machinegun which is auto fire enabled, probably to stop people hammering the
buttons on the Gameboy, and can upgrade to the scatter/spread gun, a homing
bullet series of weapons which is actually quite overkill on bosses, or there's
the fireball gun which thankfully is more like the second NES game in terms of
use and effectiveness and not the first. So it actually DOES something rather
than make the player want to end themselves just to go back to shooting
standard bullets again.
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Ok, Geiger can't be sued any more... what? Too soon? |
The bosses range interesting
from a submarine, to a chain-link tank, flying robot combos, a laser toting
spider and a blob in a jar. Yes you did read that last part right and thankfully,
while it does nothing, the "not quite end of the game" boss before
it, is quite the challenge. Even mid-point bosses are nothing like anything in
any of the NES games or Arcade games for that matter and as such, you'll get to
see new things in this game rather than recycled bosses and sprites.
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It does nothing... |
It flows fairly well and the
gameplay is easy enough that most of the difficulties are rendered moot by the
control system. That said, there is the occasional problem with jumping over
gaps in that the first few you jump over most likely will cause you to do in
that you've got to be really close to the edge in order to make the jump. It's
not quite the annoying level of pixel perfect landings but it's close to it.
The oddness of the jumping physics in this game makes it a little awkward in
that particular regard. Otherwise, a fun game if a little short on the fun and
goodness.
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A winner is you! |
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