hunk wrote:The 16-bit versions are a different beast tho. The influence of the blue blur is definitely in there.
davyK wrote:There's a PS2 Contra game - I have the JP version called Shin Contra I think? Haven't got deep into it but it's in the great old school style unlike Neo Contra which is still a nice game but it isn't in the classic 2D side on mold. It's a bit more like Cannon Spike.
ChopperByrne wrote:Speaking of Konami Retro, and Tiny Toons.
https://twitter.com/DisplacedGamers/status/1445049758217818115?s=20
Moot_Geeza wrote:Tiny Toon Adventures: Buster's Hidden Treasure - Megadrive (2hrs)
I had this in 1993, bought after glowing reports in numerous magazines of the day. Sega's Power, Force and Pro, Megatech, Mega, Mean Machines Sega, Mega Action, Sega Megadrive Advanced Gaming and the rest; I'm pretty sure they all gave it the double thumbs up somewhere in the 80s/low 90s range. And having owned this at the time, coupled with a refresher course over the weekend, I can confirm that that's exactly what this is - an 89% kind of 16-bit platformer. It doesn't go the extra mile to be truly considered alongside the genre greats of the era but it does do enough to get a mention in dispatches. For comparison's sake, it'd be bobbing around the outskirts of a top ten alongside the likes of Magical Flying Hat Turbo Adventures, Toejam & Earl 2, Addams Family and Demon's Crest, and might even squeeze into a MD only list.
I'm astonished this is a 4-meg cart, to the point where I wouldn't believe it if I hadn't double checked the size of the ROM. Anyone doubting Konami's prowess as developers in the early 90s need look no further than this really - it's a looker, with way above average sprites and animation, solid audio and a lengthy quest. This was one of their first efforts on MD hardware too. The bosses are one of a kind battles and mostly well designed (if a little on the easy side). The levels are punctuated by a Mario style map screen, and there are even a few hidden exits/stages to find. Gameplay is solid, with unexpected flourishes such as a wall jump and a high bounce if you time the head bops correctly. Basically, it's kind of a big deal - this isn't some flotsam & jetsam licensed platformer, it's a legit attempt to make a good game. As previously mentioned, the gotcha traps are a bit off when it comes to hazards and enemy placement, but this can be mitigated by careful play. The swimming sections are poor, and there's not quite enough variety in the main stages for this to be considered for inclusion in the toppest tier, but if you can get used to the elasticated jump and slightly derivative action there's a very good game here. 89%
Moot_Geeza wrote:And I added Hyperstone Heist to the list this morning. Quick capsule reviews!
Contra: Hard Corps - MD (70mins)
I'd played this in Probotector guise once or twice - once near launch when I either borrowed or rented it - but filed it alongside Batman & Robin in the 'lovely stuff but too difficult' zone. According to a spot of recent research the JPN release is the easiest and the NTSC-U/PAL versions are roughly on par, despite major cosmetic changes to the latter. Maybe I had my gaming hat on last night, but I found it much more tamable than I remember. I watched a Youtube guide first and mimicked the Jack/top routes/reliance on weapon C tactics, and felt like I was legitimately cutting my way through it, albeit with judicial use of save states. Some mags gave this huge scores at the time - 94% in the Official Sega Magazine iirc - and the more I played the more I realised it probably deserved it. I've not played a lot of Contra in my time (I've probably played more Blazing Chrome tbh), but this is seriously legit. Like, marginally better than Gunstar Heroes legit. Really enjoyed it, and the branching paths mean that this wasn't a one-off-the-wrist Megadrive effort either. Super strong gameplay, big sounds and some neat visual effects help push this somewhere close to the top 10 MD games ever. Absolutely brilliant, I'm shocked that it took me this long to fully appreciate it. 93%
Sunset Riders - SNES (80mins)
Terrific arcade action, non-stop coin dropping fun. Polished and chunky with sampled speech aplenty and a nasty-but-fair gameplay loop. It's basic compared to plenty of 16-bit games but the simplicity makes it sing. Loved it, my only complaint is that some of the bosses just felt a touch too evil. 88%
Sunset Riders - Megadrive (40mins)
I knew the MD version took a hit in certain ways but wasn't prepared for this level of nerfing, this stands out as a hugely inferior port when played back to back. Gameplay wise it's similar, and the graphics are a decent enough approximation, but the length is a joke. Not only are half the levels missing but the brilliant Hogan's Alley style bonus stages are replaced with weak wagon chases. Still fun, but boy does this get pulverised in a head to head. 79%
TMNT: The Hyperstone Heist - MD (50mins)
I loved the arcade original but it's an evil coin guzzler at heart, the console follow ups were much more balanced. Big fan of the speedy, fluid brawling in this and can't imagine ever booting this (or Turtles in Time) up without having fun. Not the longest and never would've won any prizes for variety but an absolute blast to play. The diagonal downwards kick has to be the most iconic aerial attack in scrolling beat 'em up history. Can't wait for the upcoming spiritual successor. 86%
retroking1981 wrote:Also off the back of these I now want to see moots opinions on: Contra III - SNES Turtles in Time - SNES Tiny Toons - SNES Tiny Toons - NES
Moot_Geeza wrote:I finished this yesterday. SNES emulation is an absolute nightmare on my handheld (it plays fine, but tends to require a full reset when you save), but I stuck with it. I thought the vertically scrolling dash level towards the end was quite tricky, I managed to lose tons of lives there. The brief American Football level was a highlight, although it was pretty much a mini game, which made a short game even shorter as it counted as level three, but was a nice change in pace. Some amusing fourth wall breaking dialogue too; very Tiny Toons, as I recall. I'm not sure if I prefer it to the Megadrive game or not. Brooks' assessment of the Sega version at the top of the page seems spot on, although I haven't played it for years I do seem to remember it being a bit samey. I think I'll give the SNES one 85%, for what it's worth.
Moot_Geeza wrote:Am I right in thinking that you can't lock the direction you're facing in on the 16-bit games? Unless I missed a button that was added in a later entry. It's present in the 360 game but I guess it may have been in the PS2/DS games too?
Was there a Contra Rebirth on Wii?
Quite into the series rn...
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