Contra III: The Alien Wars[b] is a 1992 run and gun video game developed and published by Konami for the Super Nintendo Entertainment System (SNES). It is the third home console entry in the Contra series after Contra (1988) and Super C (1990) for the Nintendo Entertainment System (NES). In PAL regions, it was retitled Super Probotector: Alien Rebels and the player characters were replaced with robots. The player is tasked with fighting off an alien invasion of Earth across six stages. Four stages feature side-scrolling action traditional to the series while two are presented from an overhead perspective. It is the first Contra title to have been directed by Nobuya Nakazato who later directed other games in the series. He designed Contra III to feature more comical elements, a more cinematic soundtrack, and tighter stage design than its predecessors.

Contra III is a side-scrolling run and gun game akin to the series' predecessors.[2] Players take on the role of commandos Bill Rizer and Lance Bean fighting off an alien invasion on Earth.[3] It can be played in single-player or a two-player cooperative mode.[3] There are six stages in total; four are side-scrolling while two are presented in an overhead perspective using the Super NES's Mode 7 rendering mode.[2][4] In the side-scrolling stages, the player progresses by running, jumping, and shooting at enemies.[2] In the overhead stages, the player navigates across the stage to find and destroy predetermined targets.[5] The stages each feature unique controls, giving the player the ability to rotate the screen to navigate.[4] All stages have a boss at the end and occasionally a mid-stage boss.[6] The player will lose a life by touching enemies or their bullets, or falling down a pit.[6]


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Set in the futuristic year of 2636 A.D., the alien invaders that were defeated during the previous installments have decided to launch a full-scale war against mankind on Earth, starting the "Alien Wars". Unlike the previous Contra games for the NES and Game Boy, the futuristic setting was kept for the American version. However, the identities of Bill Rizer and Lance Bean", the original Contra heroes, were changed to their "descendants", Jimbo and Sully, maintaining the continuity of the previous localizations. Likewise, the alien invader was once again changed to "Red Falcon".

If the player completes the game on Easy or Normal, then they will start at the very first stage on the next difficulty with their current weapon configuration, lives and score intact, with Continues resetting to their default number. On the Hard setting, the final boss will have an additional form the player must defeat as they escape from the alien lair. After defeating this form, the true ending will be shown, followed by the credits and then the player's final score.

Contra is one of the legendary franchises that captured our attention on the original Nintendo. There are very few of my childhood memories that compare to the time with my Dad spent blowing the hell out of alien scum on Contra and Super-C with the 30 lives code activated. So when the Super Nintendo came out and showed us the glory of 16-bit Mario, we just knew what this system had in store for us. While the Nintendo forged some of the greatest games and franchises, it would be the SNES that would sharpen and refine them to perfection. And we just knew Contra would be one of those games.

Similar to the sound test, the code required to access the level selector is only enabled in the Japanese version. Make sure the cursor is one choice above your desired game mode (e.g. choose "Options" if you want to start the game in 1-Player Mode) and then quickly press Down, Down+Left, Left, Start (a Hurricane Kick command). You will hear an alien roar if you input the code correctly.

The Good

I liked everything about this game. Contra III is a 2D-shoot-em-up, in which the player controls a walking and jumping character, and has to shoot alien bad guys. The intro tells us that the adventure is set in a dystopian future, where aliens have attacked the earth, and all there is left is rubble.

The player characters and the alien bad guys in the game also look good. Animation could have been better than three frames, but this is not very disturbing. Besides... I suppose there's a price to pay for having loads of different enemies (so consider it a healthy trade-off). The game is truly unique in the fact that it continuously shows you new enemies throughout the entire game. Most games use up all enemy characters in the first few levels, and then start recycling palette-swapped versions of them in later levels. But not Contra III. On top of constantly introducing new enemies, there are way more bosses in this game than you've ever seen in any other. This is because there's not only bosses at the end of each level, but every level also has a (few) mini-boss(es) in the middle of the level. It is a true videogameplayer's dream come true. The bosses are big, well-drawn, and simply overall impressive.

Also, I think that later on in games (in general, so this does not apply specifically to Contra III), levels tend to look like the leveldesigners have run out of ideas and originality. The same thing happened in Half-Life (for example): once you got towards the end of the game you found yourself on an alien planet that had all sorts of unbelievable vegetation such as glowing plants etcetera. This requires a greater suspension of disbelief from the player. This means you have to switch from a moderate suspension of disbelief to a higher suspension of disbelief when you get from the first few (real world) levels to the last few (alien world) levels.

In the game's story, the year is 2636. Aliens are once again invading, so it's up to Bill Rizer and Lance Bean to beat sweet justice into the aliens. In the American version of the game, Bill and Lance are named Jimbo and Sully. Since the original NES Contra games take place in modern times, Jimbo and Sully are explained to be Bill and Lance's descendants. In the European version of the game, they were considered cyborgs named RD008 and RC011.

If the game is finished in normal or easy mode, instead of the ending, the player sees a message requesting him to try a higher difficulty. In addition to the more powerful and numerous enemies, in addition to more aggressive and resistant bosses, on hard mode the last boss has a final form not present in the other modes. After defeating this form, which you must do while escaping the collapsing alien base, the true ending is finally revealed.

The Expressway is the first of two overhead levels in the game. The level is essentially a maze of streets and broken bridges that have been overrun by the alien invaders. Within the level are five control points, which must all be destroyed in order to proceed to the boss.

The mission is divided into two sections, motorcycle chase and helicopter assault. The level revolves around a battleship which will presumably give an indication of the whereabouts of the alien base.

Contra III: The Alien Wars is the second console sequel to Contra. The Contra commandos are sent to the front lines once again to stop a third alien invasion. In Japan it was named Contra Spirits, but everything else was the same. As with the previous games, for the European release, the characters were replaced with robots and the game was renamed Super Probotector: Alien Rebels.

When Contra III: The Alien Wars was released for the Super NES in 1992, it raised the standards by which subsequent 2D action games would be measured. Its graphics were beautiful, featuring postapocalyptic landscapes and massive alien bosses. Most of all, the gameplay was simple and addictive. Earth was awash in alien creatures and corrupt soldiers, and your job was to shoot them all. The latest game, Contra Advance: The Alien Wars EX, is a remake of Contra III. Its graphics are nearly as impressive today as they were nearly 10 years ago, and the gameplay is nearly as exciting.

You play the role of Billy, one of the few remaining soldiers left over after the alien forces of Red Falcon initiated a cataclysmic invasion of Earth. It's up to you to launch a suicidal counterattack through six stages teeming with alien soldiers, bosses, and hazards. Unlike many modern action games, Contra Advance doesn't bog you down with overly complicated weapons or control schemes. You can run, jump, and shoot, and sometimes you can climb. You can carry only one weapon at a time, but pods that give you the option to swap for another weapon fly past at various intervals. Available weapons include a machine gun, a spread gun, a flamethrower, crash missiles, homing missiles, and a laser, as well as temporary force shields.

The challenge is to figure out how to get through each stage without running out of lives, which isn't an easy task considering the hundreds of armed aliens trying to kill you. Contact with enemies and their bullets, or with hazards such as spikes and flames, will cost you a life. Each stage also has two boss characters you'll need to defeat. Some are massive and most have multiple forms, which means that you'll have to duck under appendages and scale walls in order to fight them. Every boss has its own set of patterns, and some weapons work better than others against them. Overall, this mixture of intense action and selective strategy makes for a game that's both fun and fast.

The visuals in Contra Advance are equally satisfying. Backgrounds are colorful and have multiple layers of scrolling. Screens constantly fill with enemies, bullets, and explosions. Even with dozens of objects onscreen at any given time, the action never bogs down or becomes choppy. The huge screen-filling bosses are just as impressive today as they were almost a decade ago, perhaps more so since few games have done better in the meantime. Contra Advance does show its age in some aspects, however. The level of detail in some backgrounds is simplistic compared to a number of modern action games, and the amount of animation isn't on par with the likes of Metroid Fusion or even Castlevania: Harmony of Dissonance. As a result, Billy and the alien swarm aren't as lifelike as they could be. 17dc91bb1f

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