Contra Hard Corps takes place some years after the Alien Wars (on the SNES). In this Contra you can choose between 4 characters, each equipped with their own 4 weapons. The stages are not linear anymore, you can choose between pathes which lead to 4 different endings. The boss fights are as epic as always. Instead of showing 4 seperate playthroughs I decided to make it look like the heroes split up and take all the 4 routes. There is also a special ending by finding a secret arena that offers some quite strange bosses.
51:12 Thinking about how I might do this boss battle on SNES: For the backgrounds it could be Mode 1, 2bpp layer plus smooth HDMA gradient with additional colours for the far background, 4bpp layer for the HUD so it can be properly overlaid rather than on an opaque black bar, train on the other 4bpp layer and with an HDMA background mode change at certain times so it can use SNES' higher fidelity column scrolling for a smoother effect when the boss lifts it and tilts it (and won't need that black column coming in on the left just before the boss tilts the train). Boss itself would be a bigger challenge due to the SNES' sprite VRAM limits, possibly hitting limit with how many sprites are being streamed in to do the animation, and max sprite tile/pixel per scanline limitations compared to Genesis, but I think workable if I at least use one of the 4bpp background layers for the main body and head section for the most part, since it's only the single simple 2bpp background that's ever shown in the middle chunk of the screen anyway. Using the 4bpp layer for the body when it's just running past the train will also work. And can even work similarly during the bits where it's lifting the train, even though there's only two layers there, since there's no train in the same section of the background as the boss' body in those moments anyway. I think that would just about work and allow for pretty much the same scene but with a fully overlaid HUD and more/nicer colours throughout, which would be a nice improvement. Background and HUD elements are no problem to reproduce and improve upon, albeit still with smaller horizontal resolution/view. And would need some further considerations around the boss and how to handle that optimally.
Contra Hard Corps takes place some years after the Alien Wars (on the SNES). In this Contra you can choose between 4 characters, each equipped with their own 4 weapons. The stages are not linear anymore, you can choose between pathes which lead to 4 different endings. The boss fights are as epic as always.
Instead of showing 4 seperate playthroughs I decided to make it look like the heroes split up and take all the 4 routes. There is also a special ending by finding a secret arena that offers some quite strange bosses.
Dude, you're awesome. Thanks for your hard work in putting this video up.
This game is so much fun, definitely a tough playthrough, but the graphics and satisfaction beating the bosses is so worth it!
Something about here in the Konami sound brings back a shed of happiness in my life 😊
Thanks for your uploadsb sorry if i sounded rude or mean, i Will try to be better , keep up the good work
I love this Contra because there was so much shit blowing up all the time!
Contra needs a reboot for Nintendo Switch, PS4, Xbox One and PC because it's extremely awesome as hell.
You should check out Contra: Operation Galuga!
Dudes! This is way more badass than streets of rage.
Contra is the definition of video game bad-assary
Thanks!
the secret bosses are weird but the really unexpected part is that remix of Vampire Killer from the Castlevania series o_O
Крутой видео вспомнил про свой детство
It will need a collection of these games of Contra.
51:12 Thinking about how I might do this boss battle on SNES:
For the backgrounds it could be Mode 1, 2bpp layer plus smooth HDMA gradient with additional colours for the far background, 4bpp layer for the HUD so it can be properly overlaid rather than on an opaque black bar, train on the other 4bpp layer and with an HDMA background mode change at certain times so it can use SNES' higher fidelity column scrolling for a smoother effect when the boss lifts it and tilts it (and won't need that black column coming in on the left just before the boss tilts the train).
Boss itself would be a bigger challenge due to the SNES' sprite VRAM limits, possibly hitting limit with how many sprites are being streamed in to do the animation, and max sprite tile/pixel per scanline limitations compared to Genesis, but I think workable if I at least use one of the 4bpp background layers for the main body and head section for the most part, since it's only the single simple 2bpp background that's ever shown in the middle chunk of the screen anyway. Using the 4bpp layer for the body when it's just running past the train will also work. And can even work similarly during the bits where it's lifting the train, even though there's only two layers there, since there's no train in the same section of the background as the boss' body in those moments anyway.
I think that would just about work and allow for pretty much the same scene but with a fully overlaid HUD and more/nicer colours throughout, which would be a nice improvement. Background and HUD elements are no problem to reproduce and improve upon, albeit still with smaller horizontal resolution/view. And would need some further considerations around the boss and how to handle that optimally.
You guys play well together
We want a Contra collection.
Funny enough we are getting a Contra collection this year.
Please tell what is the name of stage 6d music track.
Sheena in contra hard corps is a female and human
Sheena in probotector is a tomboy and robot
can ou make klonoa games ?
I don’t have this one yet
👍
FAR better then Alien Wars.