Domestic players most likely came into contact with Contra for the first time in their lives, using copycat yellow cards after the popularity of Famicom copycat models such as Overlord.
As the most common game among various all-in-one yellow cards, the number of players who have played Contra should be among the highest among domestic Famicom players.
Its influence is almost as powerful as that of Mario Brothers.
An extremely strong evidence is that in order to sell more cards, many copycat card manufacturers deliberately named some other Famicom games that are similar in game type and even unmatched "XX Contra". "Contra N Generation".
Water Contra - Red Shadow Warrior.
Aerial Contra - Final Mission.
Star Contra - World of Raf.
These are all serious games. When it comes to many games that are shoddy copycats, suffixes like N Generation can be used.
Even if it is the first time for young players to come into contact with copycat cards, they have always heard game names such as Contra, Super Mario, and Tank Battle more or less from other friends, so they suddenly saw XX When it comes to the title of Contra, the probability of being tricked is quite high.
If you play games like Red Shadow Warrior and have great music, you will be fooled, but if you play Contra copycat, your childhood will be shadowed.
But this has nothing to do with the manufacturers. Seeing the profits, they naturally chose to increase their efforts.
Super Mario Bros. naturally received the same treatment.
At that time, it was almost impossible to play special versions such as the arcade version and MSX version of Contra in China, so copycat versions of Contra for red and white machines were the mainstream.
At that time, in order to save game capacity, domestic copycat cards usually used American versions.
The biggest difference between the American version of Contra and the Japanese version of Contra is that the American version has deleted all the cutscenes in the Japanese version, as well as the dynamic textures in some scenes.
This deletion directly reduced the capacity by half, leaving only 128KB, and the cost of the cassette naturally dropped.
Because of this, the vast majority of domestic players at the time did not know that the Japanese version of the cutscenes contained complete process map annotations for all 8 levels, as well as an overhead map of the Galga Islands where the game is located.
The map scenes of the eight levels are actually connected together, forming a figure-7 shape in conjunction with the island itself.
The first level of the jungle they are currently in is the bottom tip of the figure 7, and the eighth level is at the top left tip of the 7.
In other words, if the entire Galga Islands is a free and open map, then those with the ability to fly can completely ignore the previous levels and rush directly to the eighth level.
But the reality that Luke sees now is that the current scene most likely has a limit on the scope of movement of the scene, and it seems that physical level jumping is not allowed.
Even Luke felt that the island looked very large at first glance, and the terrain had indeed undergone some changes, but its actual range of movement should be restricted.
The most common means of restricting terrain in games is the air wall.
It can limit the player's footsteps so that they cannot go to areas that the game makers have not created and may essentially only exist with textures.
And if you want to confirm whether this judgment is correct, there is actually a simple method that is almost risk-free.
Luke didn't go to watch the fireworks anymore, but took his stick and walked directly in the opposite direction to where everyone was facing.
Walking through the grass, crossing the crowds, and arriving at the edge of the mini island.
At this time, Luke was facing cliffs and endless sea water, and the top of his head was the only entrance that all outsiders, including himself, had to pass through. It was also the location where the two macho men descended from the sky in the game.
Without hesitation, Luke raised the M stick in his hand and threw the fire bomb directly at the seemingly open place in front of him.
Then something magical happened.
The fire bomb that flew out from the staff disappeared out of thin air about 5 meters away, like water droplets blending into a pond without causing any ripples.
This almost confirms the existence of the air wall.
But the magical phenomenon is far from over.
Obviously Luke's energy was only consumed once, but the fire bullets on the staff seemed to have turned into infinite energy at this moment, shooting infinitely at the air wall like a baseball machine filled with infinite ammunition, which was completely confusing. It is unclear what mechanism this fire bomb relies on to appear.
"...Am I stuck in a BUG?"
Luke, who had maintained his shooting posture for a while, suddenly murmured something to himself.
The reason why this happens is related to the game settings I mentioned before.
In the first generation of Contra, only 6 M bullets can appear on the same screen at most. Only when these 6 bullets disappear due to external force, the gun can be fired again.
But faced with 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 bombs continue to hit and disappear, such as a wall, a BOSS unit with thicker blood, etc. , so that the number of M bullets fired at the same time is always kept below 6 rounds, then it can continue shooting without interruption.
Theoretically, as long as the player's hand can press within the limits of the functional range that the Contra game itself can withstand, the output of the game character can be as high as possible.
This is also the core principle why various speed players can quickly defeat various BOSSs through close shooting...
Um?
Suddenly realizing something, Luke's body trembled slightly, and the head of the stick shifted involuntarily, so the infinite fire bomb behavior, which was completely stuck, was stopped directly.
Luke squatted down and stared at the stick in his hand, his eyes flickering.
Originally, he just wanted to confirm that he had discovered that there was an air wall here, but it seemed that he had discovered something that might be more terrifying but also very dangerous.
If his idea is correct, this staff equipped with an M-type shooting component may already have the initial ability to kill Contra BOSS quickly.
The reason why it is said to be "possible" is mainly because considering that the red spherical energy bullets fired in the game have excellent attack power, his side is only the lowest-level fire bullet.
There is no essential difference between the two when facing the Kestrel Soldiers, who are inherently fragile, but when facing the BOSS units in each level, the difference between the two attack types should be very big.
In fact, the truly powerful ones are the white-bullet machine guns brought by the two Contras, Rob Bill and Lance.
Although 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 M bullets.
But then again, compared to the macho man's big gun, his own stick cannot be said to be a complete disadvantage.
Thinking of this, Luke couldn't help but move his eyes to the panels of the ice bullets and lightning bullets that came with the short stick.