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This Is the Run

This Is the Run: Contra: Hard Corps - Part 13

After all this, we deserve a day at the beach.

Gaming's greatest challenges, met head-on by gaming's greatest game players.

Feb. 26 2018

Cast: Vinny, Dan

Posted by: Abby

In This Episode:

Contra: Hard Corps

60 Comments

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UncleBalsamic

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Edited By UncleBalsamic

gasp

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Ohnonono

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I was here for this?

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Ascara89

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A minute in, and this seems to be off to a bad start.

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steevl

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@ascara89 said:

A minute in, and this seems to be off to a bad start.

Hah, you're not kidding.

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Bombzinski

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Finally, more like Contra Soft Corps heh

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jeremyf

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Boy, watching Dan almost solo Deadeye Joe was really something.

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buttle826

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This will break them

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bybeach

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Watching them moving on into greater misery was too much!

Pretty great not the run

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tr0n

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Man, just watching this makes me nervous.

All enemy movements are just .. wrong.

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Blitzrules240

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That zord was a gomer.

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kblosnack

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Is this the urn?

No Caption Provided

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eccentrix

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The talk about Creed made me realise Dan would probably like JoJo.

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Admiral_Crunch

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Edited By Admiral_Crunch

Seems like they got lucky on the Doctor's last form. Probably going to struggle there next time.

How much more game is there from this point?

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sasij

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I think I just had a panic attack

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octocoq

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This is definitely the run, I got a good feeling about this one

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andrewevans

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I didn't think there was going to be anything else after the monster-combining-scientist boss.

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elliotcm

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That was ridiculous!

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onarum

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@kblosnack said:

Is this the urn?

No Caption Provided

nope, but this is the Rum:

No Caption Provided

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AlvaroFAraujo

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This just keeps getting better.

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mattjam3000

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Progress!!!

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mjbrune

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Edited By mjbrune

Ah nice they beat the halfway boss finally.

Seriously how long is this game?

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49th

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It's hilarious every time they go through a new area. Someone should make a super cut of the first time they see each level.

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edmundus

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@49th: Yeah, the reactions to the latest boss were great!

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Nickmaster2007

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Edited By Nickmaster2007

@49th: Yeah I was dying when Vinny was down to one life solo and that thing just formed into a sprinting Voltron

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Foggen

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This game is a huge asshole.

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Xeirus

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The game is both amazing and terrible at the same time.

I love this game.

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THEBIGZED

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This is so good! Every time we get to see a new section of lunacy I can't stop laughing.

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Jonny_Anonymous

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Did this game... get faster?

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Rigas

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Remember when Noiman was the craziest thing?

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Superharman

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So I just read a guide and it looks like they're pretty much on the path of ending D which is the best ending...but also the hardest.

With that in mind, I think we should set up a pool as to how many episodes this will be...

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Boosh

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Damn, blew our boat up.

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KevinWalsh

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Of course Dan is excited about Creed 2. Nothing sounds better than mashing the realistic, strong character driven Creed and montage filled, 80's crude that was Rocky 4. Super nervous about that movie (especially with Coogler not directing it).

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CurrySpiced

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Hey Bro! Looks like you're having some trouble.

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This was very entertaining.

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elite49

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@mjbrune said:

Ah nice they beat the halfway boss finally.

Seriously how long is this game?

This is demoralizing lol

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Alucitary

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Edited By Alucitary

When dey form like Voltron the the battleships da head.

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The best part about this playthrough is the combination of both disbelief and discomfort that Dan and Vinny experience in anticipation of what each new boss is potentially capable of. I love how they just look on in horror as new bosses move around.

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BallPtPenTheif

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i'm really getting addicted to this series

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CapioCorpus

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Love this craziness!

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Superharman

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@elite49 said:
@mjbrune said:

Ah nice they beat the halfway boss finally.

Seriously how long is this game?

This is demoralizing lol

Looking at a guide, they're going the D route which seems the best route...it's just the longest. They got up to the second last level...

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planetxpress

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What will you do when Deadeye Joe catches you? What will you do when he breaks you? If you continue to fight, what will you...become?

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PeezMachine

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You know, for what must be a record-breakingly bad start, this ended up being an OK run.

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bathala

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Lots of bullshit

Contra boss rush edition

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Helm

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I love this series so much, it's my favorite thing on this website and I've been here a long time. I sincerely hope Dan and Vinny manage to beat it, but they need to get to into the Treasure mindset. This isn't just a Konami Contra, this is a game by the people that later left and formed Treasure and put out Alien Soldier and Gunstar Heroes back to back on the Mega Drive -- which I hope they get to play in this series and not just stick to the canonical Konami games.

So, as a Treasure game in disguise, the only way they'll beat it is if they cross that border of terror and reticence "oh my god, a new boss/stage, what will happen THIS time?" into pure madness and glee, where they see a new boss and they just eat it up, they're excited for the chaotic (and often super-dumb) creativity that'll come flying at them.

Treasure knows what they're doing, even before they were Treasure. So you have to expect:

1. There's always more bosses. If you think you're done, you're about to be hit by the Seven Force. Sometimes you think you're in a level but you're actually in a boss. Therefore, the lesson is: treat everything like a boss. Bosses have patterns and there's always safe(ish) spots or the right time to do the right thing to survive. There's nothing unfair in this game after you've seen its patterns. Whenever the game throws bullshit at you like a full screen attack out of nowhere, it KNOWS it's throwing bullshit at you, I know it's infuriating but that's that kind of punk rock edge to Treasure games where they're like 'I'm going to make you so angry right now' that, when the next time it happens you now know it and just slide through it you feel like you're as cool as a cyberpunk future laser werwolf wearing mirrorshades with a minigun for an arm.

2. Bosses will mainly be made out of sprites jointed together in code. Treasure made their mark doing this shit on the Mega Drive and it doesn't even have a sprite scaler, they're doing it all with their own internal tech. They're proud of it and they're going to show it off for 3-4 games on the MD in a row. Give them some love for doing things on the Mega Drive that nobody else could do, new things for the 16 bit generation altogether that paved the way for the future. Do you think the man who came up with Shadow of the Colossus would have necessarily been inspired to make a game with huge, multi-segmented bosses had he not in his earlier years played Treasure games filling a 320x200 screen with huge, chaotic and rotating bosses doing mad shit? This was cutting edge at the time and the lesson is to get in that futuristic mindset when you play it so you can anticipate what the new boss will do. Hence:

3. Bosses with segmented body parts flying around everywhere do not behave like regular Contra NES bosses which are usually just a sprite moving in a linear fashion and spitting bullets to jump over. This is a very chaotic game on the surface, and that's why Vinny and Dan are having more trouble. The lesson here is: most of it is just sturm und drang and doesn't kill you: learning what bits of the bosses have actual hurtboxes and where to stand is basically the Contra dna left in this game. This design concept has not aged well, I will grant that.

4. Treasure gave you two tools to survive this game. The first is the slide with i-frames. Stop thinking in real-world terms where bullets are something you have to avoid. In this world, bullets are something you melt through and you materialize on the other side, stronger for it. Embrace this insanity. Slide through everything, even when you can just avoid bullets with normal platformer movement, learn to slide through everything just for style points. You guys are still playing the oldschool rolling platformer stage with popcorn enemies parts of this game like it's regular Contra when you can instakill most popcorn enemies and go through their own bullets with the same verb: slide. When you're styling in Treasure games, you're surviving. Good things will start to happen for you (we've seen this in the last few episodes too) when you get in the mindset of 'relax, I got this. I am a laser werewolf from the future and I am immortal because I have credits'. There's no cowardly way to finish this game.

5. The other tool that Treasure gave you to beat this is that this is a very deterministic, memorization-heavy game. Our runners have already picked up on that and through repetition they're getting the handle on a lot of patterns, but to see this through they'll have to fill up that mental rolodex and know when to switch from 'Imma slide through whatever you throw at me on reflex' to 'I'm just logically going to stand on the one bit of this pattern where I am 100% safe'. Learning this game is just this, knowing when to switch from 'embrace the chaos' slide mode to 'my mind has to rest on this safe spot' mode. This skill transfers, then, to all action games. If you beat Hard Corps, you'll be a better gamer if you internalize the broader concepts you learned from it, not just remember the specific patterns of this game. Go back and play Bayonetta after this, for example, and see how easily you'll eat through normal difficulty.

This isn't Contra, this is just Gunstar Heroes in disguise. To finish it you have to learn to love the chaos and then memorize it until it seems internally consistent. There will be more bosses. They will do mad shit that nobody had seen before on a 16 bit videogame. You can slide through them all. Unless you can't. Embrace the madness. In the spirit of this for example, why on earth isn't one of the two of you the gunwolf guy? This isn't the game for humans, this is the game for a tiny robot that goes 'DAMN!' and a mirrorshade wearing werewolf with a minigun for an arm.

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The hell was that power rangers shit near the end?

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I love this game, it almost feels like a parody of a 90's run and gun shooter, super frantic, completely unfair and packed with every trope of the genre.

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Edited By damodar

Oh hey, we finally get to see one of the parts of the game shown in those attract mode demos!

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@helm said:

I love this series so much, it's my favorite thing on this website and I've been here a long time. I sincerely hope Dan and Vinny manage to beat it, but they need to get to into the Treasure mindset. This isn't just a Konami Contra, this is a game by the people that later left and formed Treasure and put out Alien Soldier and Gunstar Heroes back to back on the Mega Drive -- which I hope they get to play in this series and not just stick to the canonical Konami games.

So, as a Treasure game in disguise, the only way they'll beat it is if they cross that border of terror and reticence "oh my god, a new boss/stage, what will happen THIS time?" into pure madness and glee, where they see a new boss and they just eat it up, they're excited for the chaotic (and often super-dumb) creativity that'll come flying at them.

Treasure knows what they're doing, even before they were Treasure. So you have to expect:

1. There's always more bosses. If you think you're done, you're about to be hit by the Seven Force. Sometimes you think you're in a level but you're actually in a boss. Therefore, the lesson is: treat everything like a boss. Bosses have patterns and there's always safe(ish) spots or the right time to do the right thing to survive. There's nothing unfair in this game after you've seen its patterns. Whenever the game throws bullshit at you like a full screen attack out of nowhere, it KNOWS it's throwing bullshit at you, I know it's infuriating but that's that kind of punk rock edge to Treasure games where they're like 'I'm going to make you so angry right now' that, when the next time it happens you now know it and just slide through it you feel like you're as cool as a cyberpunk future laser werwolf wearing mirrorshades with a minigun for an arm.

2. Bosses will mainly be made out of sprites jointed together in code. Treasure made their mark doing this shit on the Mega Drive and it doesn't even have a sprite scaler, they're doing it all with their own internal tech. They're proud of it and they're going to show it off for 3-4 games on the MD in a row. Give them some love for doing things on the Mega Drive that nobody else could do, new things for the 16 bit generation altogether that paved the way for the future. Do you think the man who came up with Shadow of the Colossus would have necessarily been inspired to make a game with huge, multi-segmented bosses had he not in his earlier years played Treasure games filling a 320x200 screen with huge, chaotic and rotating bosses doing mad shit? This was cutting edge at the time and the lesson is to get in that futuristic mindset when you play it so you can anticipate what the new boss will do. Hence:

3. Bosses with segmented body parts flying around everywhere do not behave like regular Contra NES bosses which are usually just a sprite moving in a linear fashion and spitting bullets to jump over. This is a very chaotic game on the surface, and that's why Vinny and Dan are having more trouble. The lesson here is: most of it is just sturm und drang and doesn't kill you: learning what bits of the bosses have actual hurtboxes and where to stand is basically the Contra dna left in this game. This design concept has not aged well, I will grant that.

4. Treasure gave you two tools to survive this game. The first is the slide with i-frames. Stop thinking in real-world terms where bullets are something you have to avoid. In this world, bullets are something you melt through and you materialize on the other side, stronger for it. Embrace this insanity. Slide through everything, even when you can just avoid bullets with normal platformer movement, learn to slide through everything just for style points. You guys are still playing the oldschool rolling platformer stage with popcorn enemies parts of this game like it's regular Contra when you can instakill most popcorn enemies and go through their own bullets with the same verb: slide. When you're styling in Treasure games, you're surviving. Good things will start to happen for you (we've seen this in the last few episodes too) when you get in the mindset of 'relax, I got this. I am a laser werewolf from the future and I am immortal because I have credits'. There's no cowardly way to finish this game.

5. The other tool that Treasure gave you to beat this is that this is a very deterministic, memorization-heavy game. Our runners have already picked up on that and through repetition they're getting the handle on a lot of patterns, but to see this through they'll have to fill up that mental rolodex and know when to switch from 'Imma slide through whatever you throw at me on reflex' to 'I'm just logically going to stand on the one bit of this pattern where I am 100% safe'. Learning this game is just this, knowing when to switch from 'embrace the chaos' slide mode to 'my mind has to rest on this safe spot' mode. This skill transfers, then, to all action games. If you beat Hard Corps, you'll be a better gamer if you internalize the broader concepts you learned from it, not just remember the specific patterns of this game. Go back and play Bayonetta after this, for example, and see how easily you'll eat through normal difficulty.

This isn't Contra, this is just Gunstar Heroes in disguise. To finish it you have to learn to love the chaos and then memorize it until it seems internally consistent. There will be more bosses. They will do mad shit that nobody had seen before on a 16 bit videogame. You can slide through them all. Unless you can't. Embrace the madness. In the spirit of this for example, why on earth isn't one of the two of you the gunwolf guy? This isn't the game for humans, this is the game for a tiny robot that goes 'DAMN!' and a mirrorshade wearing werewolf with a minigun for an arm.

While it definitely resembles a Treasure game, do you know for certain it was made by people from Treasure? It looks like it was released a year after Gunstar Heroes.

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kevinski

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@mrasshat said:

I love this game, it almost feels like a parody of a 90's run and gun shooter, super frantic, completely unfair and packed with every trope of the genre.

I sometimes can't help but wonder whether games like this from the 90s were intended to be this funny or whether they just had so much 90s culture crammed into them that they became increasingly funnier over time. I don't actually remember laughing so hard while playing this or Dynamite Cop myself, but man...watching people experience them now is just hilarious.

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elite49

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@superharman: The levels are actually 3 or 4 levels just combined together to make the one there on and I believe the next one.