A five minute explanation of how to beat Contra in Twelve minutes

Date: 11/09/05

Producer: Mark Schueler

VIDEO

AUDIO

 

 

 

FADEUP on:

 

1.  ContRA STAGE oNE, WHERE THE TWO GUYS FALL FROM THE TOP OF THE SCREEN

 

 

MUSIC TRACK FROM STAGE ONE UNDER

 

SCHUELER:

 

In the next five minutes, you’ll see the secrets to completing Nintendo’s Original Contra in twelve minutes.”

 

MUSIC TRACK FADE OUT

 

DISSOLVE TO:

 

2.  sHOT OF PLAYER sELECTION sCREEN, SELECT ‘tWO PLAYERS’ oPTION

 

3.  b-ROLL gAME fOOTAGE (Three shots TOTAL)

 

 

SCHUELER:

 

This scenario is based on the two player version and requires that two people are experienced Contra players and have mastered the art of cooperation and distribute work and rewards accordingly.

 

4.  sTAGE ONE, WHERE THE SPREADFIRE pOWER UPS ARE FLYING AT THE TOP OF THE FRAME. 

 

5.  CU of DEath from dieing from white bullet

 

6.     CU of RAPID POwer-up

 

7A. START one full screen from Boss screen.  Both players attack

 

7b.  Boss is destroyed, and the players go inside the blown hole

 

Stage one, the jungle takes 48 seconds to get from start to finish at the game’s max scrolling speed.

 

 

Keep in mind that this process does not allow deaths and both players should have rapid spread-fire before the end of the first level. 

 

To kill the machine wall at the end of the first level quickly, have both players attack the flashing light at the base.  Six seconds is available for its destruction. Overall, stage one should be completed in under one minute.

 

SFX: Boss destroyed beat

 

7C.  Stage Transition

 

 

The stage transitions for each level count for about eight seconds, so with all seven transitions between the eight levels, you lose about a minute.

 

8A.  Stage two start

 

 

8B.  Demostration on screen with left center and right targets

 

 

9.  Shot of Boss being beat in 8 seconds

 

 

Stage two is where division of work needs to be planned out.

 

Commonly, player one takes the left wall targets, and player two takes the right wall targets.  Both meet in the center for the center targets.

 

40 seconds on the stage, and eight seconds on the boss, brings you to stage three in just under two minutes.

 

10.  Stage Three, waterfall start

 

11A.  Player one Pulling the screen up

 

11B.  Player two DIES, and spawns at the top

 

12.  Boss killed in ten seconds

 

 

Stage three is nothing but jumping and dodging. 

 

It is a race to the top, and this is the one level where it is O-K to leave your teammate behind, because when he re-spawns he will be at the top of the screen, and pulling you up.

 

This stage, although allowed 30 seconds, shouldn’t take that long.  The boss takes an average of ten seconds.  Again divide the work to defeat him quicker.

 

13.  Stage Four start

 

 

 

14.  Stage Four Boss

 

 

 

 

 

Stage Four is very similar to stage two.  It shouldn’t take more than 45 seconds to complete.

 

The boss is a little more complex, but gives little resistance to an experienced gamer.  Fifteen seconds is acceptable for defeating this boss, but time can be trimmed here.

15.   Stage Five start

 

 

 

 

16.  player one pulling the screen while player two follows with cover fire.

 

 

 

The snowy field, in my opinion is one of the harder levels to get through quickly.  It requires a great deal of team work.

 

Player one should take the front and pull the screen.  Player two stays back, not too far, but far enough that the spread fire covers the right side of the screen.

17.    Stage Five, WATER crossing.  A seriEs of jumps, while dodging bullet and missle attacks

 

 

 

 

 

A very tricky part is crossing the water.  Player one and player two should both be to the far right and pulling the screen together.  Their actions should be simultaneous.  If done correctly, the red character and the blue character will look like a flashing purple character.

18.   Stage Five, Armored cars.  The car will come from the left, and player one and player two will got to the far right of the screen and begin shooting.

 

 

 

 

 

There are two spots in this level where you have to fight armored cars.  They soak up a few seconds getting onto screen.  During this time, when you can’t hurt the vehicle, position yourself to the far left.  You won’t get hurt here.  When the armored car stops moving forward, fire away.  It might get a few bullets off, but if you are firmly to the far right, you won’t get hurt.

19.   Stage Five, Boss.  Start shot when screen pulls itself into the boss screen.

 

With duel rapid spread-fire this boss will drop in under three seconds.  Total time for this stage is two minutes. 

 

20.  Stage Six start

 

 

 

The energy zone is a frustrating stage.  Most people try to go too fast on this level and make stupid mistakes.

21. Pass through Flame Throwers

 

 

 

Take you time and get the rhythm of the flame-throwers before crossing them You have three minutes to make it through this stage, which is enough time for each flame thrower to shoot off twice.

.

22.  Stage Six boss beaten in 4 seconds

 

This boss can be beaten in four seconds, which is right before his first rush towards you hits.

 

23.  Stage Seven start

 

 

24.  six spiked claws part towards the end of the stage.

 

Stage seven is comparable to the previous stage.  Instead of fire you have to dodge spiked claws.  Again, knowing the rhythm is the only way to get through quickly.  Two minutes is allowed for this stage.        

 

25.   Stage Seven,  a split route

 

 

26.   stage Seven, another split route

There are a few spots in this stage where you have the option to take a top route or a bottom route.  I find the top route to be quicker, and the actions that take place on the top are much more predictable than the bottom paths. 

 

27A.   STAGE Seven boss, Start from one full screen to the left.

 

27B.   sHOW DEFEAT SEQUECE AFTER FIGHT.

 

Stage seven’s boss should only take about three seconds to defeat.  Make the two characters look like one purple guy and cover the glowing X above the door. 

 

28.  sTAGE Eight, aLIEN lAIR

 

 

The last stage is a 30 second breeze.  Have player one take the front and player two take the back again.

 

29.  Stage Eight, Bulletproof power-up

 

 

 

 

 

There is a bulletproof power-up that if you follow it till the mini boss and the then shoot it, you can get it after killing the mini-boss, and continue through most of the rest of the level, with bulletproof.

30.  Stage Eight Boss

 

 

 

 

 

 

The final Boss will take about fifteen seconds to kill.  First take out the left bottom egg pad, and then shoot up at an angle to the brain.

 

SFX: Sound of brain exploding

 

31.  Ending Sequence

 

 

 

 

 

SCHUELER:

Not everyone will have the patience to perfect the 12 minute solution to Contra.  But it’s nice to know that it’s possible to improve your game, if nothing else.

 

32.  Ending Sequence where it says, “Consider yourself a hero”

Consider yourself a hero.