i played through the GB contra game, operation c, a while back, but to continue on with the series i went back to the original’s NES sequel super C. as i noted with operation C, super C sticks very close to the original’s outstanding gameplay, and thus there’s not a whole lot i need to say about this installment. super C was the first to replace the original’s pseudo 3D-levels (which i quite liked) with top-down levels (which i rather dislike), although at times the top-down levels feel a bit more awkward here than in operation C. and although i enjoyed it overall, somehow the game lacked some of the polish of the original. part of my feeling is no doubt due to the fact i haven’t played the original in ages, but as an example compare the level design of the original game’s first stage, which featured an upper and a lower path, with this game’s jungle stage which features one path and long stretches of repetitive backgrounds. (for maps of the levels for both games, check out the fantastic vgmaps.com.) also, i have to agree with the review at vc.nintendolife.com that the game feels noticeably easier than the first one, even given the fact the first featured the infamous 30-man konami code whereas this one just includes a code for 10 men. the bosses did seem to have more variety, though. once again i was also struck with the feeling that the difference between how difficult the game is when you have the spread gun and when you don’t is so huge it makes the game feel rather stilted at times. but there’s no doubt that this and the others i’ve played so far in the series are fun run-‘n-gun classics, esp. in co-op mode.
well, that’s about it for super C. next up, contra 3! looking forward to more spread-gun action bliss. 😉
super contra-versial links:
– entry at wikipedia
– FAQ at gamefaqs
– the entry at strategywiki.org has an entertaining comparison of the japanese, european, and US enemy names
– and if anyone’s interested, the nintendo power coverage is as follows: NP11: preview (stage 1); NP12: cover, feature (stages 2-6); NP14: howard & nester comic, classified info: 10-men code and sound mode, counselors’ corner: how to beat the alien pods in level 7