NEStalgia

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NES box art for Super C, the cover of NEStalgia episode 303

303 · Super C

▶ Game info
VerdictEssential
GenreAction
ReleasedApril 1990
SeasonSeason 6
DeveloperKonami
PublisherKonami
December 15, 2023 · 51 min · transcript available

The alien Red Falcon is back, and planning on taking over the planet Earth. Now it's up to Scorpion and Mad Dog to battle through five levels and save the planet.

Super Contra is the sequel to Contra. Gameplay is a combination of side scrolling/platform and top down view. There is a wide variety of enemies to defeat, starting with earthly locations, and progressing to more alien. To help out, weapon upgrades can be found as the game progresses. Two players can play simultaneously, or one player can attempt to take on Red Falcon himself.

Our verdict: Essential

Super C is Contra with a new letter on the box. The C stands for Contra, and Konami's back of the box line, "shooting first and forget about the questions," is the kind of copy they don't print anymore. In Japan it was Super Contra: The Alien Strikes Back, so we got a shorter title and lost the subtitle. It takes a few minutes to click that you are back in a Contra game, and then it hardly lets go.

What makes it good

  • Top-down stages replace the pseudo 3D ones. The over-the-shoulder levels of the first game were hard to aim, and the new overhead stages are easier to control and read. We still missed the old ones a little and would have kept them as bonus stages for an extra life.
  • No filler. An elevator stage, slopes with rolling rocks, a lab with small set pieces. Each part of each level feels deliberately designed, like a "shut up and play the hits" album.
  • The Contra descent, again. Soldiers and tanks give way to a lab, mouths opening under your feet, and a final boss that looks like a face being swallowed by a space-jockey monster. The spider tank, which you must jump on and off, was a favorite.
  • Tight controls. In a game that is part shmup, part bullet hell and part run and gun, the controls need to be one-to-one with your thumbs, and these are.
  • Pressure that keeps you moving. Enemies keep spawning if you linger, but they give you a moment after a kill, so it feels like an engine pushing you forward and not random spawns.

What doesn't

  • Barely changed. Power-ups and shooting are the same, and we wanted a sequel that tried a little harder.
  • Harsher continues. Three continues and out, and the Konami code is gone, and a different code gives only 10 lives where Contra gave 30. We also hit respawns that dropped us into a bullet, and a jump in area five where a purple rock falls on your landing spot.
  • Short. Eight areas, and a no-hit run is about 15 minutes, against an hour and nine for Super Mario Bros. 2. Three levels exclusive to the NES, the top-down ones, helped.

Beyond the game

Co-op is more fun and also a bit harder: if one player falls behind the screen, you both pay for it, and a dead partner leaves you even less room to move. We also spent a while hunting for other forgotten second games and settled on Crash Bandicoot 2.

The bottom line

Essential. Sean and Joe voted yes, Mike voted no, and it joined the Essential Games List. Mike called it more Contra rather than a clear improvement, and the missing Konami code and heavier difficulty were enough for him to keep the original on the list as the more accessible version of the same experience. Sean said there is room for two Contras. Joe called it at least as good as the original, a game he would recommend on the NES today.

Written from our conversation in this episode.

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