The non-non-game. http://www.nintendoworldreport.com/impressionsArt.cfm?artid=14728 Unlike most recent game sequels, Contra 4 holds fast to the difficulty found in the original games. This means one hit and you’re dead. Period.
Contra 4 plays very similarly to the run-and-gun NES and SNES originals, which is an interesting fusion of the platforming and shoot-em-up genres. The hero runs from left to right with no scroll-back. A plethora of enemies who enter the screen from all directions try to stop him. The hero can jump and shoot in eight directions. The game makes no use of the DS’s touch capability, but it does use both screens to pile on even more action.
There are several types of weapons available, and as in most shooters, these weapons make the navigating the gauntlet much easier to deal with. The game includes the machine gun, spread gun, laser, flame thrower, and more. However, after being killed, the player reverts to his original gun. Like Contra III, Contra 4 allows players to switch between two weapons, allowing them to keep a secondary means of attack in case they are killed. New to the series is a grappling hook, which propels the player to the top of the screen, assuming there is something to latch onto. This new mechanic can be used to skillfully reach power-ups or strategically take out enemies.
Contra 4 is hard. Not cheap, but unforgiving in the way that many early 8-bit games were. That means you won’t want to throw the DS in disgust as you die for the umpteenth time, but instead will want to play yet again, knowing what you need to do to avoid being shot by that one crouching enemy soldier that you missed. Whether you can convince your hands to pull that off is another question entirely.
Still in classic form, the third level in the game switches to a behind-the-back perspective as the hero runs forward from room to room. This level was quite a bit easier than the first two. The fact is, nearly all of the E for All attendees didn't get a chance to see the second level, much less the third. And there are nine in all.
At the end of each level are fearsome bosses. For instance, during the second level, you spend the time climbing up, up, up a waterfall on a series of ropes tethered to small platforms. Once at the top, a giant demonic alien fills both screens, and in the ensuing battle, the player rides a platform back down the waterfall with the beast in hot pursuit.
Despite an upgraded palette, the graphics manage to possess an old-school, arcade feeling. The jungle scenery makes it even more difficult to keep track of all of the action on the screen, particularly the small projectiles. Virt, a video game remixer who has gained fame on the Internet, is in charge of an adrenaline-pumping soundtrack.
Like the originals, Contra 4 includes two-player simultaneous play through local wireless play. The game includes three difficulty levels, though normal is supposed to be equivalent with the original Contra and already quite difficult.
And what about the classic Konami Code? The game does let you enter the famous button sequence as well as some variations, but I’ll let you find out what they actually do once the game is out.
Contra 4 is the quintessential gamer’s game, a merciless run-and-gun requiring serious hand-eye-coordination in stark contrast with the DS’s usual claim to fame titles. If challenge and classical arcade mechanics are what you’re looking for, Contra 4 is practically the definition.
The video below shows the intro to the game as well as a pro Konami employee blasting his way through the first two stages.