Contra: Hard Corps

Contra: Hard Corps

released on Aug 08, 1994
by Konami

Contra: Hard Corps

released on Aug 08, 1994
by Konami

Kickin' cyborg butt... That's what it's all about, dude. Jack into this game of genetic engineering gone bad. Real bad. It's five years after the mother of all wars ended - and things still aren't right. Your job is to fix it. The ever-popular Contra series makes its Sega Genesis debut with a pulse-pounding new storyline. At 16 megs, HARD CORPS pushes the technology to bring you over ten gut-wrenching levels with huge boss characters, great graphics and dynamic sound. Find high powered weapons such as the homing gun, crush gun, needle laser or mine setter. Do you think you can handle it? Trust me, you can't. You still here? Okay, then get ready for the fight of your life. Pick one of the four heroes and begin your search across many dark levels of doom. The ending changes, depending on the paths you choose - but every pass crosses boss characters that will blow you away. Literally!


Also in series

C: The Contra Adventure
C: The Contra Adventure
Probotector
Probotector
Contra: Legacy of War
Contra: Legacy of War
Contra Force
Contra Force
Contra III: The Alien Wars
Contra III: The Alien Wars

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Reviews View More

Most difficult game I've ever played by far. 5/5 music.

For me, this felt like a big step down from Contra III…

The bosses were the highlight. Original, weird and wonderful in their design.

The levels lacked depth. Very simple and uninspiring.

The difficulty really annoyed me. I don’t mind learning enemy move-sets, but you have to be PERFECT in your player placement and movement. I know this is a feature of these Contra games but this was the worst game yet for unfairness.

I enjoyed my time with Hard Corps but it won’t be something I will run back to.

Run ‘n Gun-a-thon — Part 3

Hard Corps is a tribrid of classic run ‘n gun action, Castlevania III branching paths and unique characters, and the boss rush focus of Cuphead. It’s easily the most distinct and replayable Contra. I would call it the best entry…if there was more platforming to vary up the level design like the first game. Each successive entry emphasized platforming less and less, and it’s practically nonexistent here. I suppose not every run ‘n gun needs platforming, but if you’re going to streamline the action into a boss rush, why still have sections where the player can mindlessly hold fire while moving right to reach the next single-screen arena? The levels are very dull outside of the bosses, which, to be fair, it excels at. Neat attack patterns and pitch-perfect pacing outside of a drawn-out autoscroller fight in level 4 and a slight overreliance on the “projectiles raining down from the sky” attack.

I’m glad I checked out the classic Contra games. They could be better, but none of them were bad. This marathon isn’t over yet though. I have two more beloved run ‘n guns on my list, both of them from the same developer and console generation. Stay tuned for my reviews of those!

takedda robot is like the coolest shit ever

If ya ain't shooting, yer dying.