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File: Contra_Hard_Corps.jpg (229 KB, 267x374)
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A completely skilless game. There is almost no randomness. Bosses will do only like 3 things and in the same order every time. Once you have memorized the game, you will be able to beat it every time without any challenge. Contra 3 is the greater and more skillful game that can catch even veteran players off guard.
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>>12593414
Love Contra 3 but it has like only three traditional side scrollling run and gun levels.

NES Contra and Super Contra are the best
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>>12593414
Contra 3 is the other extreme where nearly every single thing in the entire game is random and patterns and behavior can be complete cheap bullshit at times. You can have a strategy that works 98% of the time, but then one run in 50, the AI just does apeshit nonsense and you get gibbed. Also the top-down stages/autoscrolling stage fucking suck and the final bossrush (and especially final boss) are also terrible. And the whole game in general is full of time wasting dead air

Contra 3 is a stinker
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>>12593414
>Once you have memorized the game, you will be able to beat it every time without any challenge.
99.9% of people who play it will never get to that point so what's the problem here?
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>>12593414
Calling a game ‘no-skill’ because mastery leads to consistency makes no sense. In a real skill-based game, learning the strats and executing them well should let you win consistently. That’s what mastery is lol.

And RNG that can’t be controlled or played around doesn’t add skill....it adds variance and luck. Pure skill games minimize uncontrollable randomness so outcomes depend more on player ability than dice rolls

Contra hard corps is amazing btw, second only to Shattered Soldier
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>>12593414
>RNG = Skill
Fucking moron
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>>12594079
Reacting to things is more skillful than memorizing a set pattern.
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Memorization is a skill, fag
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>>12593414
Memorization is a skill
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>>12593414
The real problem with HC is that there's barely any position/aimed based pattern or dynamic enemy spawns, it's all static showy boss shit which makes it really lifeless, even the mode 7 levels in 3 have more life and player agency than the gay fake disco dances in HC.
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>>12593414
>https://www.youtube.com/watch?v=yaYO67cvIPQ
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File: dsbfsr.jpg (59 KB, 640x480)
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>>12593414
>Once you have memorized the game, you will be able to beat it every time without any challenge.
This sentence can apply to pretty much any single player game...
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>>12594573
>>12594483
>>12594460
>>12594079
>>12594065
>>12594037
Not OP, but I don't know why you're acting purposely obtuse, there is a massive difference between learning a game's mechanics and systems and how to make proper decision making and memoslop. Even among memoslop, there is a massive difference between a game with dynamic enemies and patterns and semi-random elements, and something like Hard Corps which is literally just 'stand here, stand here, stand here, stand here, done' and it works 100% of the time with very low execution skill
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>>12596123
RNG only benefits games where you have enough time to react to the variations, which isn't the case with Contra or most run and guns in general. So it seems like your bigger issue is with the entire genre. Otherwise, explain how RNG would benefit here (or stfu).
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>>12596123
>I don't know why you're acting purposely obtuse
Welcome to 4chan, enjoy your stay.
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>>12596148
Something like Cuphead is probably the best example of a Contra-like with a high degree of randomization that is still fair and reactable. Contra 3 is probably the best(worst) example of how to do it poorly, as that game has a ton of bullshit RNG that just does really unexpected bullshit out of the blue that you have zero way to expect or react to, but it happens rarely, like every dozen or 50+ runs, but over the course of an entire run, all of these rare bullshit instances add up.

Also it's not so much reaction, you are basically already primed because you know what to expect, and the muscle memory is already established, it's just not entirely static with zero execution difficulty. You know that the enemies/patterns will act with certain semi-consistent behaviors/patterns, you just don't know exactly what they are going to do.

Even games with no RNG whatsoever can still feel somewhat random as slightly different inputs will cause subtle changes in enemy behavior or patterns that snowball, or they can at least have high execution skill to make up for it. Hard Corps has neither of those though, it's basically as strict and pure of a memo game as you can get.
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>>12593414
Hard Corps is the true Contra 3. Alien Wars is gay ass spin off slop.
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>>12596158
Contra 3 doesn't have significant rng, you're just a shitter who doesn't understand aimed patterns and dynamic enemy spawns.
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CV4 more popular than Bloodlines and on a Nintendo console = Bloodlines is actually le good one!!
C3 is more popular than HC and on a Nintendo console = HC is actually le good one!!
Have they latched on to Hyperstone Heist yet.
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>>12596407
Bloodlines literally is better than CV4, funny enough it has more color too.

Hard Corps is better AND more popular than CV4. Hard Corps gets all of the sequels like the ps3 game, and is the one that inspires all of the indies.
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friendly reminder to apply these patches to get the original hard corps experience.
https://romhackplaza.org/romhacks/contra-hard-corps-fang-sprite-fix-hit-points-restoration-genesis/
https://romhackplaza.org/romhacks/infinite-continues-genesis/
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>>12596295
Nah, it does, for example on the airship, the little guys that pop out of the windows, the strategy is to sit in the left corner and shoot diagonal, but like 1 run in 50, they will just hit you for some reason. Or the fucking fireballs have one pattern in like 30 that is just fucking retarded and sends one fireball way off to the left at the very end. Or the stupid centipede boss near the end has some really bullshit layouts of projectiles that are near impossible to avoid. Or there is a pattern that will work for the snaking variant of the final boss form, but there's a rare pattern that just fucks you and there's no way you can react. Or the missile boss if you end at an unlucky time you have to basically jump off at a frame-perfect timing because it's really unclear when the stage technically ends and if you're in mid-air or on a crashing missile when the stage ends you die, so you have to just know the exact frame the stage ends and if you'll have enough time to jump or if the missile will last until the stages ends. Or the top-down stages will just throw an enemy in the worst position ever that fucks you over and you'll never see that spawn again in 100 runs. And there's many more like this

The game is sooo bad for this shit. I got no death on normal but I wouldn't touch Hard, it's just not worth it, just such a shitty, poorly designed game.



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