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
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 26. stage Seven, another
|
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. |