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* YMMV/ContraIIITheAlienWars
* YMMV/ContraHardCorps
* YMMV/HardCorpsUprising
* YMMV/ContraOperationGaluga

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Misplaced, moving to the correct tab


** In ''Contra III: The Alien Wars'', the most powerful weapons in the game include the Laser Gun, which fires at a slow rate but pierces through enemies and kills bosses faster; and the Fire Gun, which does high damage to enemies and kills bosses in seconds if you aim at their weak spots, which is easier since it can get past parts of the enemy that normally block projectiles. Then there's the Crush Missiles, which are supposed to balance their incredible damage with a slow firing rate and not quite fullscreen range, but since the game allows you to instantly switch between two weapons, rapidly spamming two alternating Crush Missiles makes every boss a joke.



* NarmCharm: ''Contra III'''s "Let's attack aggressively." Has so much DullSurprise it loops back into being manly. Or maybe [[ButForMeItWasTuesday it's just another Tuesday for our heroes.]]



* PortingDisaster: ''Contra: The Alien Wars'' for the Game Boy and ''Contra Advance'' for the GBA, which tried to bring the SNES version to those handheld platform, which weren't that good. ''Contra Advance'', for instance, had a lot of graphic downgrade, removed the top-down POV stages and replaced it with stages from ''Contra: Hard Corps''. Oh, and they switched around the death scream for the player character and a latter motorcycle-riding {{Mook}}'s, so the player's death [[OneHitPointWonder (which happens a lot)]] get rather {{Narm}}y.



** The [[https://www.youtube.com/watch?v=GpK01tyv2-U Game Over music]] of ''Contra III: The Alien Wars'' sounds quite similar to a snippet of the ''Series/MissionImpossible'' theme.



* ViewerNameConfusion: A lot of recurring bosses suffer from this in the US due to various now-obsolete {{Dub Name Change}}s and errors AllThereInTheManual. Later installments usually corrected the boss names.
** The giant turtle-like alien that is the first stage boss of ''Contra III'' is named Taka ([[TranslateTheLoanwordsToo Hawks]] in the European version; "taka" meaning "hawk" in Japanese). However, Taka is mistakenly labeled as "Beast Kimkoh" in the English manual, which is a completely different boss who appears ''much'' later on. The European manual does not make this mistake.

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* ViewerNameConfusion: ViewerNameConfusion:
**
A lot of recurring bosses suffer from this in the US due to various now-obsolete {{Dub Name Change}}s and errors AllThereInTheManual. Later installments usually corrected the boss names.
** The giant turtle-like alien that is the first stage boss of ''Contra III'' is named Taka ([[TranslateTheLoanwordsToo Hawks]] in the European version; "taka" meaning "hawk" in Japanese). However, Taka is mistakenly labeled as "Beast Kimkoh" in the English manual, which is a completely different boss who appears ''much'' later on. The European manual does not make this mistake.
names.



* SugarWiki/VisualEffectsOfAwesome: ''Alien Wars'', alongside ''VideoGame/SuperCastlevaniaIV'', was also an early yet impressive demonstration of the SNES's capabilities.



** The localizations of the first two NES games and ''Operation C'' changed the setting from the [=27th century=] to the then-present (as well as the names of many of the characters). This became problematic when ''Contra III'' featured an obviously futuristic setting, so they had to change the main characters' name and claim that they were the descendants of the previous heroes. Contra 4 would actually make attempts to reconcile these differences in canon.

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** The localizations of the first two NES games and ''Operation C'' changed the setting from the [=27th century=] to the then-present (as well as the names of many of the characters). This became problematic when ''Contra III'' featured an obviously futuristic setting, so they had to change the main characters' name and claim that they were the descendants of the previous heroes. Contra 4 ''Contra 4'' would actually make attempts to reconcile these differences in canon.
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** The Hit-Rate system in UsefulNotes/PlayStation2 games. While it's pretty useful for reminding you not to make mistakes again, it does frustrate most gamers that it could prevent them from [[TrialAndErrorGameplay completing the game without any mistakes]]. Even worse is, you could get a DownerEnding if you do a slight mistake.

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** The Hit-Rate system in UsefulNotes/PlayStation2 Platform/PlayStation2 games. While it's pretty useful for reminding you not to make mistakes again, it does frustrate most gamers that it could prevent them from [[TrialAndErrorGameplay completing the game without any mistakes]]. Even worse is, you could get a DownerEnding if you do a slight mistake.
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** The series, specifically the NES version of the first 2 games are very popular in China, due to the fact that many famiclone consoles included the game as part of the lineup. It leads to Tencent making ''Contra Returns'', a tribute to the series that features almost all of the canon characters and enemies. And they also feature ''Videogame/{{Jackal}}'', a fellow Konami game, in a crossover event.

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** The series, specifically the NES version of the first 2 games are very popular in China, due to the fact that many famiclone Famiclone consoles included the game as part of the lineup. Several bootleg versions, such as ''Super Contra 7'' and ''Super Contra X'' were also made to cash in on its popularity. It leads eventually led to Tencent making ''Contra Returns'', a tribute to the series that features almost all of the canon characters and enemies. And they also feature ''Videogame/{{Jackal}}'', a fellow Konami game, in a crossover event.

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** ''Contra: Hard Corps'', and ''Contra 4'' are considered to be even harder than the NES games, with the fourth game's manual even treating its harsh learning curve as a point of pride.
** When ''Hard Corps'' was released in Japan, they added a health bar and gave players unlimited continues.

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** ''Contra: Hard Corps'', and ''Contra 4'' are considered to be even harder than the NES games, with the fourth game's manual even treating its harsh learning curve as a point of pride. \n** When ''Hard Corps'' was released in Japan, they added a health bar and gave players unlimited continues.
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It's now YMMV, plus an addition.

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* NintendoHard:
** The NES games are notoriously difficult and were responsible for introducing American players to the Konami cheat code[[note]] Inputting a sequence of buttons at the title screen awarded the player with 30 lives, which were seen as a necessity to enjoy the games back when save states weren't available[[/note]].
** The arcade versions of ''Contra'' and ''Super Contra'' are notoriously even harder than the NES versions. This is because there are only limited continues (similar to [[VideoGame/HauntedCastle another Konami arcade game]]), and there is no KonamiCode to save you.
** ''Contra: Hard Corps'', and ''Contra 4'' are considered to be even harder than the NES games, with the fourth game's manual even treating its harsh learning curve as a point of pride.
** When ''Hard Corps'' was released in Japan, they added a health bar and gave players unlimited continues.
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* {{Waggle}}: ''Contra 4'' attempts to capitalize on the Platform/NintendoDS's dual-screen by having the gameplay take place across both screens at once. Now, portrait-ratio ''Contra'' is not ''too'' bad of an idea, given that the very first game and the original arcade version of ''Super Contra'' are also portrait-orientation games. The problem is that [[EventObscuringCamera the gap between the screens, which counts as playable area]], can cause the player to get abruptly killed by attacks they didn't notice coming from the other screen, or worse, attacks that ''originate'' from inside the gap.
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** 20 years later, Creator/SteveBlum would voice Bill Rizer in ''VideoGame/ContraOperationGaluga''. Guess he really is the "real and original Bill Rizer" after all, is he?

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** 20 years later, Creator/SteveBlum after the release of ''Neo Contra'', Creator/SteveBlum, who voiced Master Contra, would later voice Bill Rizer in ''VideoGame/ContraOperationGaluga''. Guess he really is the "real and original Bill Rizer" after all, is he?
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** 20 years later, Creator/SteveBlum would voice Bill Rizer in ''VideoGame/ContraOperationGaluga''. Guess he really is the "real and original Bill Rizer" after all, is he?
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* DiscOneNuke: For ''Contra Returns'', if you are lucky enough to get Lucia Zero thru some event or if you lack patience, buy enough to reach VIP 5 which has her as one of the rewards, she'll really shine even into late game. As an "A" rated hero, Lucia should be pretty good and her stats reflect that. But what makes her often as useful as a "S" or even "SS" hero is her skills which revolve around [[SummonMagic summoning automated turrets and drones]]. These independently firing automatons can almost triple her firepower and they're superior to a human in detecting incoming threats. This let's her sail through missions requiring defenders, or quickly and safely dealing with bosses.
** If you happen luck out with a special holiday event such as Xue and the Lunar New Year celebration, you can not only get yourself an S or SS hero - you may even get their skins and accessories plus associated weapons too.
** One of the earliest boosts is if you buy the Golden M4 assault rifle. It's not only an S ranked gun but it's also a gold colour weapon too - marking the gun as especially powerful and it makes the shooter borderline invincible in early and even late stages of the game.
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** ''Neo Contra'' wouldn't be the only time Creator/SteveBlum would voice the RogueProtagonist of yet another RunAndGun [[VideoGame/BionicCommando series]].

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moved some examples to YMMV.Contra Hard Corps


* BreatherBoss:
** ''Contra: Hard Corps'' has a breather MiniBoss in the [[MultipleEndings Route B]] ending of the game. After defeating [[RankScalesWithAsskicking Colonel Bahamut]] (provided that [[RefusalOfTheCall you rejected his invitation]]), the player will face off against [[TheDragon Deadeye Joe]] who [[DragonWithAnAgenda doesn't care much about Bahamut's death]]. He cannot kill the player via CollisionDamage and only has one attack: an easily avoidable horizontal shot. After Joe is a somewhat-annoying miniboss, and then the FinalBoss.
** The Stage 7 boss in ''Contra 4''. Even in [[https://www.youtube.com/watch?v=Q8FjAaQZ4_s Hard Mode]], it's basically just a gigantic bug monster you have to gradually destroy bit by bit, with it having little to nothing in terms of offense to throw back at you except for soldiers in hover bikes underneath it.

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* BreatherBoss:
** ''Contra: Hard Corps'' has a breather MiniBoss in the [[MultipleEndings Route B]] ending of the game. After defeating [[RankScalesWithAsskicking Colonel Bahamut]] (provided that [[RefusalOfTheCall you rejected his invitation]]), the player will face off against [[TheDragon Deadeye Joe]] who [[DragonWithAnAgenda doesn't care much about Bahamut's death]]. He cannot kill the player via CollisionDamage and only has one attack: an easily avoidable horizontal shot. After Joe is a somewhat-annoying miniboss, and then the FinalBoss.
**
BreatherBoss: The Stage 7 boss in ''Contra 4''. Even in [[https://www.youtube.com/watch?v=Q8FjAaQZ4_s Hard Mode]], it's basically just a gigantic bug monster you have to gradually destroy bit by bit, with it having little to nothing in terms of offense to throw back at you except for soldiers in hover bikes underneath it.



** In ''Hard Corps'':
*** Brad Fang with his Psychic Blaster (fully charged) takes down bosses in two or three blasts. Considering that there are ''lots'' of bosses in ''Hard Corps'', Brad is designed to break the game. His other arsenals include a short range explosive punch which hits a lot for short range, and his upgraded first weapon is a much more rapid [[SpreadShot Spray Burst]] which decimates enemies real quick, and his other weapon is a mid-range flame thrower that moves to wherever Brad changes his aiming. Most of them will make up for how his charged Psychic Blaster can't be used against anything that doesn't come in a horizontal line against him.
*** Browny is half the size of the other characters, lowering the chance of getting hit tremendously; has a double jump; and is in possession of the Electro-Yo-Yo: a homing, long-range electric spike-ball-tipped beam that pierces through every single obstacle and defenses in the game and deals insane, continuous damage. You hardly need to aim with the thing, allowing you to concentrate on just dodging.



** The Japanese version of ''Contra: Hard Corps'' [[DifficultyByRegion had a life meter that could allow the player to take three hits before dying]]. Also, at the end of the game, Colonel Bahamut offers the two heroes a choice: either accept the "WeCanRuleTogether" offer and get a bad ending, or reject the offer and fight him. ''VideoGame/{{Cuphead}}'' would soon borrow the health meter formula from the game's Japanese version, as well as [[spoiler:the Devil's similar "WeCanRuleTogether" offer toward the end]]. Oh, and Noiman Cascade's Virtual Zone forms including the constellations Taurus, Sagittarius, and Gemini? ''Cuphead'' borrows that formula, too.



** In the original ''Contra: Hard Corps'', there is a Joke Ending, where the player character is transported to prehistoric Earth, and becomes a monarch of proto-humans, with one of the females being the player character's queen. This happens [[PurelyAestheticGender even if you play as Sheena.]] Of course, it also happens if you [[{{Robosexual}} play as Browny]].



** ''Contra: Hard Corps'' is already quite difficult, but the US version removes the LifeMeter system, reducing the player to a OneHitPointWonder, effectively [[DifficultyByRegion punishing players for owning the "wrong" region-version of the game]].



* ThatOneBoss: The Spider Mutant from ''Hard Corps'' moves erratically fast, making webs to travel around the air randomly, all while firing orbs that either home in or multiple orbs at once. Its small size and speed also make even Brad's [[GameBreaker Psychic Blaster]] less than effective.



* SugarWiki/VisualEffectsOfAwesome: ''Hard Corps'' pushed the Genesis to its absolute limits. From its impressively rich synth music to the very large bosses, to the convincing explosion effects, it rivals ''VideoGame/Sonic3AndKnuckles'' in sheer pushing of the boundaries of the Genesis' hardware. ''Alien Wars'', alongside ''VideoGame/SuperCastlevaniaIV'', was also an early yet impressive demonstration of the SNES's capabilities.

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* SugarWiki/VisualEffectsOfAwesome: ''Hard Corps'' pushed the Genesis to its absolute limits. From its impressively rich synth music to the very large bosses, to the convincing explosion effects, it rivals ''VideoGame/Sonic3AndKnuckles'' in sheer pushing of the boundaries of the Genesis' hardware. ''Alien Wars'', alongside ''VideoGame/SuperCastlevaniaIV'', was also an early yet impressive demonstration of the SNES's capabilities.

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