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Just when you think it can’t get any crazier, you find yourself dangling in mid-air from a huge missile, and then leaping from one to the next in order to blow a colossal alien craft out of the sky. However, as soon as you see a jet bomber zoom towards the screen as it scorches the landscape of the game’s very first level, the developers’ intent becomes abundantly clear: to use the power of the Super NES to build action movie-style set pieces on a scale never-before-seen on a home console.ĭriven along by a brilliant soundtrack owing more than a little to Alan Silvestri’s score for Predator, Contra III’s side-scrolling levels are densely packed with memorably mind-blowing moments that only escalate as the game goes on. Viewed in screenshots, Contra III may appear to be a fairly unremarkable 16-bit makeover of a popular 8-bit franchise, and it’s fair to say that only modest gameplay tweaks were made to the Contra template, such as the ability to switch between weapons. Contra III: The Alien Wars saw Konami use every trick in the Super Nintendo’s sprite-manipulating book to take the series’ run-and-gun formula to dizzying new heights, creating an action classic that would remain unsurpassed on the platform for the rest of its lifespan.
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In 1992, Contra followed in the footsteps of its stablemates Gradius and Castlevania by making the jump from NES to Super NES, and the results were nothing short of spectacular.