A brave player who started by touching corpses
Chapter 12: Shooting BUG in the First Generation of Contra
The first time domestic players came into contact with Contra in their lives was probably when the counterfeit models of the Famicom such as Subor became popular, using the counterfeit yellow cards of the counterfeit machines.
As the most common game among all-in-one yellow cards, the number of players who have played Contra should be among the top among domestic Famicom players.
Its influence is almost as strong as that of Mario Bros.
An extremely powerful proof is that many counterfeit card manufacturers deliberately named some other Famicom games with similar game types or even no connection at all as "XX Contra" or "Contra N Generation" in order to sell more cards.
Water Contra - Red Shadow Warrior.
Air Contra - Final Mission.
Interstellar Contra - Raf World.
These are all serious games. When it comes to many games that are crudely made counterfeits, suffixes such as N Generation can be used.
Even if young players are using copycat cards for the first time, they have always heard of game names such as Contra, Super Mario, and Tank Wars from other friends. So when they see the title of XX Contra, the probability of being fooled is quite high.
If you play games like Red Shadow Warrior and good things with excellent music, then you will be fooled, but if you play copycat Contra, your childhood will be overshadowed.
But this has nothing to do with the manufacturers. Seeing that it is profitable, they naturally choose to increase their efforts.
Super Mario Bros. naturally received the same treatment.
At that time, it was almost impossible to play special versions of Contra such as the arcade version and MSX version in China, so the copycat red and white machine Contra was the mainstream.
At that time, in order to save game capacity, the copycat cards in China usually used the American version.
The biggest difference between the American version of Contra and the Japanese version of Contra is that the American version deleted all the cutscenes in the Japanese version, as well as the dynamic maps in some scenes.
This deletion directly reduced the capacity by half, leaving only 128KB, and the cost of the cartridge naturally decreased.
Because of this, most domestic players at that time did not know that the Japanese version of the cutscenes had a complete process map of all 8 levels and a bird's-eye view map of the Garga Islands where the game was located.
The map scenes of the eight levels are actually connected together, and they form a 7 shape with the island itself.
The first level jungle they are in now is the tip of the bottom of the 7 shape, and the eighth level is at the tip of the upper left corner of the 7.
In other words, if the entire Garga Islands is a free and open map, then those who have the ability to fly can completely ignore the previous levels and rush directly to the location of the eighth level.
But the reality that Luke sees now is that the current scene is likely to have a limited range of scene activities, and physical jumps seem to be not allowed.
Even Luke feels that the island looks very large at first glance, and the terrain has indeed made some changes for this, but its actual range of movement should be limited.
The most common means of restricting terrain in games is usually air walls.
It can restrict the players' steps, so that they cannot go to areas that are not created by the game makers and may only exist as textures.
And to confirm whether this judgment is correct, there is actually a simple way that is almost risk-free.
Luke did not go to watch the fireworks again, but walked directly in the opposite direction of everyone with his M stick.
Walking through the grass, over the crowd, and coming to the edge of the mini island.
At this time, in front of Luke was a cliff and endless sea, and above his head was the only entrance that all outsiders, including himself, had to pass through, and it was also the location where the two tough guys in the game fell from the sky.
Without hesitation, Luke had raised the M stick in his hand and threw a fire bomb directly at the seemingly open place in front of him.
Then something magical happened.
The fire bomb that flew out of the staff disappeared out of thin air about 5 meters away, like a drop of water melting into a pond without causing any ripples.
This almost confirms the existence of the air wall.
But the magical phenomenon is far from over.
Luke's energy was only consumed once, but the fire bullet on the staff seemed to have infinite energy at this moment, shooting at the air wall endlessly like a baseball machine filled with infinite ammunition. It was completely unclear what mechanism the fire bullet relied on.
"... Is this a bug?"
Luke, who maintained his shooting posture for a long time, suddenly complained to himself.
The reason for this situation is related to the game settings mentioned before.
The first generation of Contra's M bullets can only appear on the same screen at most 6 rounds, and only when these 6 rounds disappear due to external forces can the muzzle fire again.
But in the face of such a setting, we can think in reverse. As long as the character is at the edge of the screen, or there is a target that can make the M bullet hit and disappear continuously, such as a wall, a BOSS unit with more blood, etc., so that the number of M bullets fired at the same time is always kept below 6, then it can continue to shoot without interruption.
Theoretically, as long as the game is within the functional range that the Contra game can withstand, the faster the player's hand can press, the higher the output of the game character can be.
This is also the core principle of why various speedrunners can quickly kill various bosses through close-range shooting...
Hmm?
Luke suddenly realized something and his body shook slightly, and the head of the staff involuntarily shifted its position, so the infinite fire bomb behavior that was completely stuck in a bug was directly stopped.
Luke half-crouched and stared at the M stick in his hand, his eyes flickering constantly.
Originally, he just wanted to confirm that he had discovered the air wall here, but it seemed that he discovered something that might be more terrifying but also very dangerous.
If his idea is correct, this staff with an M-type shooting component installed may have the initial ability to quickly kill Contra bosses.
The reason why it is "possible" is mainly because the red spherical energy bullets fired in the game have excellent attack power, while his side is only the lowest level fire bullet.
There is no essential difference between the two when facing the Red Falcon soldiers who are fragile, but if you really face the BOSS units of each level, the difference between the two attack types should be very large.
In fact, the real powerful ones are the white bullet machine guns that come with the two Contra Bill and Lance.
Don’t think that the shooting performance in the game is just a small white dot the size of a bean, in fact, the attack power of this initial white bullet is no different from that of the M bullet.
But then again, compared to the big gun of the tough guy, his M stick can’t be said to be completely inferior.
Thinking of this, Luke couldn’t help but move his eyes to the panel of the ice bullet and lightning bullet that came with the short stick.
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