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2025-03-29 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
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The title of the original text: "Don't say that Contra can get through customs with one life, but you can't get through a few fatal places."
In my memory, the highest state of playing Contra was three lives through customs, and there were a few more lives after customs clearance.
At that time, I subconsciously remembered that I could pass the customs with my life. Two or three lives died on the road were filled in by the number of lives rewarded. Far more than the opening number, so I hypnotized myself.
However, the first group of people who played Contra were really skillful. they played for three lives and brought their own default white bullets. they must also use the secret books of upper, upper, lower, lower, left, right, left, right, B, A (B, A) in order to choose 30 lives.
After death, the bullet will return to white bullets, to be honest, there is no S bullet to save life, many scenes are more dangerous.
Years of experience have enabled us to write down the location of the bullets in all the scenes. M, L and F, which are not liked by players in the later stage, are also quite popular in the early stage.
At that time, the collection card, there are many combinations, 3 life + S bullet, 30 life + F bullet. The option we use most is, of course, S + 30 life, and even if you die, you will play S, which greatly reduces the possibility of continuous death.
Now some players say that they can pass the customs with one life, I believe!
But almost all the people on the Internet say that they can pass the customs in one life. Why don't I believe it so much?
Now I use the keyboard to operate, the S play can indeed do not die customs clearance. But in the early years, the handle was definitely not so convenient, and sometimes it turned into an "oblique drop" when it was clearly pressed down, and the result was killed by the fort.
Contra tests not only the player's reaction, but also the ability of the backplane. Basically, if you master the backplane, you will be able to win. But even so, there are still some places that are "steady".
The funny thing is that when I jumped off the bridge at the first pass, I rarely succeeded and fell into the river every time. I have always wondered why I still want to fall when I take off when I am closest to the bridge.
In fact, this is the crux of the problem. We must take off in advance in order to get there.
A BOSS scene, as long as there are L and S can achieve second kill, for vegetable chickens here need a certain degree of luck, a little careless was killed by the second shell.
It is only when we look at the operation of the master that we know that it is safer to jump up and "lead" here before going to BOSS.
When the arms of the rock beast statue are hard, we often fight directly with a gun, but if we are unlucky, it will release a bullet, which is difficult to guard against.
In this case, it's almost a close call!
The flames of the six passes, how many people died here at that time. He must stand on the very edge and jump at the moment he breathes fire in order not to die.
The following "body protection", after eating, you can see BOSS directly, and if you don't eat, you can only see the Rip King. It's very challenging.
In the six-pass BOSS scene, how many friends died many times because of a rumor, but finally found that they had been cheated.
It is not difficult to say whether the scene of the seven passes is difficult or not, but it is not easy to say it is easy. Some forks are regular, while others are completely irregular.
As long as we stumble into these scenes, there is basically no life or death. In the later stage, players know that it is safer to stand on the harvesters and jump to the upper floor. But it really can't jump without certain skills.
In the last scene, if there is no firepower, the nailboard can not be directly exploded, but also have to return once and then continue shooting. I'm afraid you can't do it with a few months of technology.
Super Contra is much more difficult than the first generation. It is precisely like this, in the later stage, few people dare to say that they can pass customs with one life, that is, three lives at most. This is not something that you can go through on your back. There are random changes in many places, and you need a certain amount of temporary adaptability.
There will be an earthquake after the three passes kill the crab. If we choose the position after blowing up the crab, we will be able to rush ahead, and the earthquake has nothing to do with us.
Basically all the players have flipped over in this place! Front, back, left and right are enemies.
If you dare to jump directly in this position, be sure to die. God knows there's a purple stone waiting for you.
You must take off in place and drag the upper screen out to be safe.
What we fear most in playing Contra is the flat scene, and we can avoid danger by jumping in other scenes. But in this scene, not only our range is limited, but also we can't jump, and the most important thing is to move slowly.
In a scene full of monsters, even the S bullet is difficult to strike accurately. Especially in the "big mouth nine" position, even if you rush through it as fast as you can, you are likely to be bitten to death.
This kind of plane effect has also been used in Contra 3, and the difficulty has been adjusted directly to hell.
To tell you the truth, people who can pass through Contra 3 with ten lives are absolute experts. The screen is relatively narrow, the character modeling is relatively large, and the rhythm is so fast that it is reasonable to kill ten lives.
Six-pass scene of the special-shaped incubator, the average player here is estimated to die several lives! Especially when there are two people working together, the more people there are, the more trouble there is.
But in fact, at the beginning, we went straight to the side, and we were able to walk there without firing a shot.
For this stone statue in the eight-pass scene, the bullet should be the fastest in the game, even if there is a prediction, it may not be able to avoid it every time, which requires a certain amount of experience and luck.
In this scene, it's hard not to die if two people play. On the contrary, it is relatively simple for a person to run directly without encumbrance.
Seeing this, do you feel as if you didn't have a life to go through customs at that time?
In fact, the least difficult version of the Contra series is the two works on both sides of the red and white machine.
Later, we played "Contra: iron Blood Legion" on the MD platform. After playing "Contra 3" in SFC, "Contra 4" in NDS and "Contra" in WII, we will find that this difficulty is more than we can bear, or even unacceptable. What is the reason for this?
It is because we are familiar with the first two works that we can easily get through customs, and these versions are only abused without practice. It takes a lot of time and energy to develop skills, but now we seem to be powerless.
I still remember that hot summer day, several little friends sat around in front of a TV set and went on fighting endlessly. After a long struggle, they finally cleared the customs.
With bursts of laughter, I woke up.
Oh, I forgot that I had grown up, got married, had children and lived a normal life.
The age of red and white machines seems to have happened many years ago.
Suddenly think of the red and white machine sealed in the corner, idle for so many years, perhaps the parts are too old to use it!
This article comes from the official Wechat account: arcade feelings (ID:JJQH66), author: our arcade era
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