

Intro:
I have come across a lot of people who claim that Contra Hard Corps to be the best of the Contra series. I could not possibly disagree with this any more. Contra III is far superior to Hard Corps. Being that this month of February Together Retro game is Contra I think it would be appropriate to post my views of this topic(I started this last month). I will start off with the new features/contributions in each title that were new to the series. In the latter sections I will discuss game play and a variety of other categories.
Features:
Each game brought new things to the table gameplay wise.
Contra III:
• Use of Vehicles
• Ability to hold a backup weapon
• Somersault Jump attack
• Bombs as an item not a power up
• Ability to hold on walls
Contra Hard Corps:
• Multiple playable characters
• Ability to have three backup weapons
• Slide Dash
• Multiple endings
Presentation/Story:
The only requirements for a Contra game: aliens, explosions, and above all else epicness
Contra III:
The opening starts off with a cut scene involving Red Falcon obliterating an entire city with a single weapon of mass destruction (Independence Day anyone?). It then cuts to the heroes of the game basically saying they are about to go kick some alien ass. Other than that there really isn’t a story beyond the whole kill the invaders and destroy their leader. What the game lacks in story it makes up for in set pieces. The levels range from a ravaged war torn city to a battle involving a whole lot of missiles and a ninja on a jet pack that is brandishing a sword. The end is a walkthrough the past Contra bosses with the climatic battle with Red Falcon’s brain. There is no other word for this game other than epic.
Contra Hard Corps:
Contrary to the other games in the series this installment actually has a continual story that has branching paths. This is Hard Corps strongest point. There are multiple endings and a variety of different levels to reach them. The story involves an evil general who is trying to take over the world with the help of a mad scientist and other baddies. The story feels like a 90’s action movie which is a good thing. There are plenty of great moments of dialogue that make the action movie vibe go to eleven. The game only needs more aliens and less robots. In the end this is seems to be the only feature to out do Contra III.
Gameplay:
The fundamentals of Contra are: shooting, jumping, dodging, and more shooting. Both games deliver on these aspects, but both take them in different directions.

Contra III:
Structure:
The first level is a firestorm of 2D side scrolling shooting action. There is huge emphasis on fighting basic enemies while the levels crescendo with a boss fight.
The next level is a top down level that harkens back to Super C; this would be good except for the fact the level design is atrocious as well as the controls. In two player mode the Mode 7 levels are crippling. Fortunately there are only two levels that incorporate Mode 7. The other four levels of the six are like the first with one exception being level 4: an indulgence in set pieces and vehicular combat.
Controls:
The standard that Contra was for 8 bit shooters is what Contra III is for 16 bit shooters. The controls are practically perfect. Shoot, Jump Switch Weapon, Bomb, and Somersault. Complete user control over the character. Everything is very reactive and precise. The only defect in controls is the Mode 7 levels which can be overseen in the greater scheme of the game.

Contra Hard Corps:
Structure:
On of the few games that literally throw you into combat, the first level is one of the fastest and most hectic first levels out there. The first level keeps with the Contra standard of fighting hordes of basic enemies with a climatic boss fight at the end. However the first level is the only that adheres to this formula. The rest of the game is a string of mini boss fights that culminate with an even bigger boss fight. There are no top down levels which make the game seem like a marathon of boss fights at points. The only reprieves are the splendid vehicle levels.
Controls:
Simplicity is Hard Corps interpretation. Shoot, Jump, Change Weapon/Fire Mode. The controls get the job done. The implementation of a slide dodge/attack seems to break gameplay conventions as it allows temporary invincibility. The move itself is very clunky requiring a pressing of a down jump combination which makes jumping down from platforms virtually impossible. Also the ability to hold more than two weapons makes it almost impossible to switch weapons quickly without getting stuck with a low tier weapon.
***Side Note***
Contra Hard Corps seems to be heavily influenced by Gunstar Heroes. For example the implementation of the slide attack and the boss fight in level 4 is awfully close to one of Gunstar’s bosses. Therefore I would consider Hard Corps less of a true Contra game.


Graphics:
Both games pushed their respective consoles to the limit at the time.


Contra III:
Huge sprites and a lot of flashy effects complement the game as whole. There are some frame rate issues though when there is a lot of action going on the screen which creates an unintentional slow-mo effect. This is great the first time it happens but can be pain in the Mode 7 levels. The art style itself is some what generic but it fits the universe and overall works well.
Contra Hard Corps:
The game presents a nitty gritty view of the world filled with moderately large sprites and pastel colors for backgrounds. This is one of the best looking genesis games. The art style gets the point across most of the time even though at points it’s absurd.
Conclusion:
Contra III and Contra Hard Corps are both great games. They are from two different schools of thought though. Contra Hard Corps implements many new things that are good but are not conventions of a Contra game. Contra III on the other hand sticks to the formula and perfects it. Therefore Contra III is the more faithful of the two games and the better game.
P.S. I would love to hear all of your opinions on the matter if any.

