Contra: Hard Corps

Contra: Hard Corps

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Source: Wikipedia

About This Game

Contra: Hard Corps, released as Contra: The Hard Corps in Japan and Probotector in Europe and Australia, is a 1994 run and gun game developed and published by Konami for the Sega Genesis, making it the first game in the Contra series released for a Sega platform. Set five years after the events of Contra III: The Alien Wars, a terrorist group led by the renegade Colonel Bahamut has stolen an alien cell recovered from the war and now intends to use it to produce weapons. A new task force, known as the titular "Hard Corps", are sent to deal with the situation. The game features a branching storyline with multiple possible endings. Hard Corps spawned its own series of follow-ups; including the Appaloosa-developed sequels, Contra: Legacy of War & C: The Contra Adventure; and the Arc System Works-developed prequel, Hard Corps: Uprising. Hard Corps has since been considered to be a spin-off from the mainline Contra entries.

Gameplay

The objective of each stage of the game is to reach the end by shooting at every enemy that gets in the way, and fight the boss awaiting at the end. While most of the game have the character walking on foot, certain stages have the player riding a Motoroid, a hoverbike that can transform into an ostrich-like robot. Unlike previous Contra games, which feature overhead segments in addition to the regular side-view stages, all the stages in Hard Corps retain the standard side-view perspective for most of the game. Another difference is the player can now choose between one of four unique player characters. A new feature to the game is that the story is advanced through story cutscenes. Like in the previous Contra games, a maximum of two players can play simultaneously, but they are not allowed to choose the same character. The controls are similar to Contra III, but have been adapted to work with the Genesis's standard three-button controller, as well as the six-button controller. The three main buttons (A, B, and C) are used for switching between weapons, shooting, and jumping respectively in the default control configuration.

History

In an October 1994 interview for BEEP! Magazine, development leader Nobuya Nakazato discussed the creative direction of Contra: Hard Corps. He emphasized that the game was designed specifically for the Japanese Mega Drive market, countering the perception that Konami had shifted its focus toward Western audiences. The team aimed to create a title that encouraged replayability through branching routes, unique stage designs, and minimal enemy reuse. Nakazato also noted that each playable character changes the tone of the game, from the traditional, serious atmosphere with Ray Powered to a more comedic feel when using Brownie. Stage design was a major focus during development.

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