They would probably have been used to say "Copyright TXC Corporation," a message which uses all of those (and only those) letters. There are also some letters here as well, oddly only certain letters which would have been used were included. What's more, the 4 character is located where 2 should be if they were designed to follow the order, which could mean this screen originally meant to read 1992 instead. Included where these tiles are situated are the numbers 1, 4 and 9, likely meant to read 1994 if the logo screen was actually used in the game. In the ROM, there are some tiles which make up the Micro Genius logo. The audiovisuals are sometimes criticized for the being the worst out of all of the pirates based off Contra. The music appears to be loosely based off songs from that game, but most of the songs barely resemble any of the songs from the original game. Many of the sprites are based off those from Contra, but they don't seem to be copied directly from the game. The graphics appear to be drawn from scratch, with the backgrounds being completely new. The ending is an image of a submerged submarine below a starry sky with the message "END."
The final boss is probably the most unique because you have to shoot the Sparks on it's spiked collar before you can actually damage it. The fourth one appears to be based off the final boss in Contra. All of the bosses are stationary, and fire various projectiles. Level 6 (Trolley Bus) is another auto-scrolling level for the first 2 sections where the player has to avoid holes while running across what's presumably a train, and this is the only level where you don't have to shoot an orb to move to the next section. (Special Cybernetic Attack Team) for the NES. This level also appears to be a ripoff of S.C.A.T.
Level 2 plays like a side-scrolling shooter, with the player flying on a jetpack throughout the level and the background scrolling by itself.
Super contra 5 nes rom password#
After completing the level using this password, the player gets the real password for Level 8. Each level (with the exception of the first) has a 4-number password, although there is a glitch with the password system because for unknown reasons the title card before Level 7 doesn't actually appear until the player has completed it, meaning that the supposed password for the final level redirects the player to Level 7. There are 8 levels in total, all of which are side-scrolling, and each has a boss at the end. Upon death, the player spawns where they died and if they run out of lives, they can continue on the part of the level that they're currently on, although the player only gets three continues like in Contra. The split serves as a checkpoint if the player has to continue. Many consider the game to be incredibly difficult because of unresponsive controls and poor programming.Įach level is split into two sections each, with the first section ending with you having to shoot some sort of Orb to be able to pass to the next. Occasionally in certain spots, the player can die for no reason. The Spread Gun only fires in three directions and the Laser is more like the one from Contra 4 in that you can fire multiple shots on the screen at once and that the shots don't disappear when you fire repeatedly. The Machine Gun fires slower and and doesn't allow you to jump while shooting.
The Default Gun is similar to the original, but sometimes pressing the fire button doesn't shoot a bullet when it's supposed to due to unresponsive controls. Most of the weapons from that game are present, but function differently. This isn't a complete clone of Contra or any games in the series, but instead tries to remake the engine and use it in completely different levels.