Difference between revisions of "Contra/Game Mechanics and Glitches"

From SDA Knowledge Base

Jump to: navigation, search
(Game Mechanics)
Line 26: Line 26:
 
[http://www.youtube.com/watch?v=UgmnI1Xv2pE Timing Explanation Video]
 
[http://www.youtube.com/watch?v=UgmnI1Xv2pE Timing Explanation Video]
 
Most of the flames and claws operate on a global timer.  Some of them operate on a proximity timer.
 
Most of the flames and claws operate on a global timer.  Some of them operate on a proximity timer.
 +
 +
= Regional Differences =
 +
 +
==Timing Differences ==
 +
Runs done on the Japanese version of Contra can save a significant amount of time over runs done on the U.S. version.  This is due to the way that the Japanese version handles stage transitions screns.
 +
Japanese Version: As few as 11 frames to skip to the next stage
 +
U.S. Version: 225 frames to skip to the next stage
 +
 +
== Other Differences ==
 +
All other version differences are graphical and as best as we've tested do not affect gameplay.
 +
  
 
= Glitches =
 
= Glitches =

Revision as of 22:45, 15 April 2013

Game Mechanics

Misc. Explanations of Game Mechanics

Explanation by Heidman

Character Movement

Go right. Don't jump(if possible). When you jump you lose a frame of forward momentum. You also lose a frame of forward momentum when you land when you walk off an edge.

Spread Rhythm

Spread Rhythm With the spread gun, you can have up to ten shots on the screen at once (and 16 shots at once with two players). Press B twice and you'll usually end up with 10 shots on the screen - two waves of 5 shots. Let's say that three shots have left the screen before the other shots did. You've got have 7 shots on the screen so you're below the 10 limit. The game will let you fire another "wave" of spread, but it can't go above 10 so you get a "wave" of 3 spread shots. Let's say that you then had 8 shots on the screen, the next time you fire you get a "wave" of 2 shots and so on. The directions the shots go depend on how big the "wave" is, but it always has a shot going straight. The idea is that by rhythmic shooting you can get the "waves" of spread to shift into a straight stream. If you don't press the B button repeatedly at the right frequency the smaller waves will go offscreen and you'll get the broader waves of 5.

The process is the same for base stages, but it's much harder. Shots will usually disappear at the same time because they all hit the wall at the end of the hallway at the same time. If a shot hits an enemy or another object those enemy'the collision happens before the other shots hit the wall. You have 1/60th of a second to press the B button to get another wave off before the rest of the shots hit the wall. Keep repeating the process to get a straight stream of spread. If you don't press the B button repeatedly at the right frequency the smaller waves will go offscreen and you'll get the broader waves of 5.

Weapon Damage & Enemy Health

Online Spreadsheet with values

Stage 5 Snow Field Bomb Jump

Explanation video It's a one frame jump. Depending on how you approach the cliff the frame you need to jump shifts. With a bit of a feint you can avoid the jump and it will only cost you 12 frames.

Stage 6 Exo Strat

The Exo Strat This is a video of the optimal way to get through the Energy Zone. You only have 15 frames of give throughout all the jumps.

Stages 6 & 7 Timings for Flames and Claws

Timing Explanation Video Most of the flames and claws operate on a global timer. Some of them operate on a proximity timer.

Regional Differences

Timing Differences

Runs done on the Japanese version of Contra can save a significant amount of time over runs done on the U.S. version. This is due to the way that the Japanese version handles stage transitions screns. Japanese Version: As few as 11 frames to skip to the next stage U.S. Version: 225 frames to skip to the next stage

Other Differences

All other version differences are graphical and as best as we've tested do not affect gameplay.


Glitches

Personal tools