Random Discontent

 

This is a good thing...

 

 

I bought the Playstation in 1997 and its successor console in 2001.  I loved both of them and their respective libraries.  When the Playstation 3 was announced I was excited and had planned on purchasing it, until I saw the cost and the tiny library that was available at time the time of launch and for almost a full year or more later…  So, I picked up an Xbox 360.  Not only was it cheaper than the PS3 but the library for the console had everything I wanted, except MGS4 and after seeing that game I decided I didn’t really want it anyway…

Overall, I’ve been very happy with my purchase.  The 360 has been workhorse of my entertainment system, delivering not only the vidja games but movies as well!  There have been a few hic-ups, like two red-rings of death, both of which were covered by the warranty.  Now though the disc reader has stopped working and the warranty has expired.  So now I’ve got this very expensive, technologically advanced brick in my entertainment system just sitting there mocking me.  I can still use it for Netflix or XBLA games but I’ve got at least five 360 games that I’ve yet to play yet and are sitting on the shelf mocking me.

So, that’s my discontent.  It will only last for about a month until I pick up a new one and transfer everything over from the old one, which will of course be my new discontent.

 

I'm lusting over this for now

 

 

Contra Vs Probotector

Having raised myself on a healthy diet of Contra as a child I imagined that everyone was as familiar and devoted to Konami’s iconic shooter as I was.  So, of course when I discovered that our friends across the pond never had Contra I was shocked and dismayed!  Who did children look up to when they don’t have role models like Bill and Lance?  Turns out they look up to the Probotectors.  That’s right!  Probotector, a mediocre portmanteau of the words ‘robot’ and ‘protector,’ is the name of Contra in Europe.  Konami changed the game in order to sell the game in the lucrative (?) German market, where it was (still is?)  too violent to show humanoid bad guys being sprayed with an endless supply of giant bullets, who knew?  Konami stripped out the player characters, any baddies that might look like human, and tweaked the ending; but, the game retains all the frenetic action of Contra.

I wanted to see what, if any, the differences were between the main games in the Contra “storyline:” Contra, Super C, and Contra III (I’m being generous using the term storyline.)  I decided to read through the old manuals and play through the two variants and making a note of the differences.  If this subject manages to keep my interest this should be the first of three or four entries covering the three aforementioned games in the series.

CONTRA vs PROBOTECTOR

Firstly, the game play and music are exactly the same in both games; that is understandable seeing as both of those are near perfect, anyway. The real differences start with the “story” that came in the box.

CONTRA’s:

In 1957 a large object from outer space crashed into Earth’s Amazon basin, near ruins of the lost Mayan civilization.  Scientists world-wide heralded the incident as a trivial cosmic occurrence, and thus the collision was soon forgotten.  Now, thirty years later, rumors of an evil force have swept into the Pentagon’s front office, and tales from frightened villagers of a hideous being with an army of alien henchmen are sending chills down the spines of top military brass.  Unwilling to upset current political stability, an all-out assault on the region has been overruled, and instead, two of America’s most cunning, courageous and ruthless soldiers from the Special Forces elite commando squad have been selected to seek out and destroy these alien intruders.  Congratulations, pal, you’re one of the chosen.  But before you take pride in being the best, be warned.  You’re about to come face to face against Red Falcon, the cruelest life-form in the galaxy.  He arrived on Earth thirty years ago (that’s six months time in an alien’s life) to establish a foothold from which he will attempt to conquer our world and then use it as a stepping stone toward his ultimate fiendish goal:  domination of the entire universe.  Needless to say, playing hero won’t be easy.  But you have no choice — you must be a hero.  Because if you fail, life as we know it will cease to exist, and the vile Red Falcon will rule forever.  If you succeed, well…it doesn’t matter, because I doubt you will.

PROBOTECTOR’s:

It’s the year 2633 A.D. Technology has reached a level so advanced that nature and science now exist in harmony and peace reigns throughout the world…   but beneath the calmness something beyond all imagination is discovered that threatens the existence of mankind. While conducting top secret research, a special task force of scientists find that an alien being from the Galaxy of Apocalypse is plotting to wipe out the human race.  In order to protect the Earth and its people, two combat robots (PROBOTECTOR), RD008 and RCO11, have been developed.  Their mission is to go to the alien’s fortress in the Galga Islands and see that they are exterminated.

While the future and robots are interesting… I have to say that Contra wins.  There is just a lot more meat to that story than there is to Probotector’s, even if much of it makes little sense.  In Probotector’s favor, the bad guys do come from the Galaxy of Apocalypse which sounds intense.

The next big difference between the two is the art. I’ve played through both of these games multiple times recently and I’m fairly certain I’ve caught everything  (if you happen to know I missed something please point it out to me.)  The images are fairly self explanatory but for the few of you who don’t know Contra is on the left and Probotector is on the right

Protagonists: 

Seeing as the probotector doesn’t have the grossly enormous shoulders that the humans do I’m going to say that they win, also they are robots.

Enemies (side-scrolling stages):

Enemies (tunnel stages):

I don’t understand the changes for those last two.  Neither of the Contra baddies look very human. They appear as robotic as the aiming robot from the sidescrolling stages.  So why the pointy headed robots were put in is beyond me.  I suppose they were simply playing it safe.

Bosses:

The only boss they changed was the Giant at the end of Stage 6: the Energy Zone.  Again, the Contra boss doesn’t appear to be human. Perhaps his rounded muscles and skin tight spandex pants were too humanesque?  The giant from Probotector is very blocky, because all robots are blocky… ?

The Ending:

The only difference in the ending is the vehicle in which your character(s) escape from the exploding island.  In both games defeating Red Falcon saves the universe.

Minor graphical changes:

The energy rings that the eye on the Terminal boss of Stage 2: Base 1 shoots out are red instead of blue in Probotector.  The boss at the end of Stage 3: Waterfall has had the segments of his arms changed from gray to blue in Probotector.  Finally, the weapons pods in the final stage of the game are not the standard orange/red they are throughout the entirety of Contra and every other stage in Probotector.  Instead, they are a soft pink color.

Conclusions:

The changes made to Contra to enable it to be sold in Europe appear to be purely cosmetic.  The greatest change is in the game manuals. I suspect that both the story lines were created on the spot by Konami, America and Konami, Europe employees without much consideration for the Japanese source material, if there ever was one. Graphically, the changes seem unnecessary, because many of the robots/aliens you face in Probotector are humanoid in design and one could easily assume they were human if the manual didn’t explicitly state otherwise.

Thoughts on Scribblenauts…

I’ve gone back to it but each play is for a short period, never more than a puzzle or two, anymore than that and I find myself being burned out on how unimaginative the designers were and how despite all the tools at my disposal I’d only ever need a handful of them to get through the entire game. Scribblenauts is a great concept, a nice toolbox, a good first draft, but it isn’t much of a game, and definitely not a fun one.

scribblenauts

Seeing as this game came out almost a month ago and the 2 minute attention span of the Internet has moved on to the next “big thing” I thought it’d be appropriate to talk about Scribblenauts the game by 5th cell for the Nintendo DS.   The game enjoyed near universal praise while it was being shown at conventions and show… Everyone kept talking about how great the concept was and how much fun they had solving the various puzzles the game presents you using the most ridiculous items possible (a personal friend kept telling me about using Cthulu and a laser sword (lightsaber being copyrighted) to complete one).  On this wave of praise I made sure I had ordered the game and looked forward to playing it especially because it looked like just the type of game D would love as well.

When the game arrived I eagerly slid it into my DS and booted the system up, the game has a short tutorial (that I felt was still too long, this isn’t rocket science and besides the manual is lying right here in front of me!) and then you dive into the meat and potatoes.  A quick description might be in order, in Scribblenauts you solve puzzles by summoning objects that you write into the game.  The first 30 minutes was a blast, as I spent most of the time trying to think up the ridiculous things to summon into the world: black holes, clones, pirates, ninjas, etc., etc.  After playing around I settled down into solving the puzzles and my enjoyment began to wane almost immediately.  It wasn’t the concept of the game that had failed though, rather it was the imagination of the designers who came up with the puzzles.  Very soon the obstacles placed before you become repetitive.  And, despite the vast vocabulary at your disposal there are only so many variants on a flying, diving, and tying things together…  I’m going to surmise that 90% of the words included in Scribblenauts dictionary will never be used.  For one, there is no list and so players do not know their options.  Second, players vocabularies aren’t vast.  Finally, the game doesn’t really give you a reason to think outside the box, the puzzles are all variants on common themes:  fetch this, bring these two things together, avoid this, etc.  I could use a vine, wire, cord, or chain to tie two objects together but in the end I’ll keep using the rope.

An hour in and I had become bored and set it down.

I’ve gone back to it but each play is for a short period, never more than a puzzle or two, anymore than that and I find myself being burned out on how unimaginative the designers were and how despite all the tools at my disposal I’d only ever need a handful of them to get through the entire game.  Scribblenauts is a great concept, a nice toolbox, a good first draft, but it isn’t much of a game, and definitely not a fun one.

Old Stuff: Necron Heavy Support

So here you can see the the Heavy Support models from my Necron army.  I don’t really use the Monolith that much (as it is an immediate target and the Monolith is no good at taking on Mech lists), got to love that model though, big and intimidating.  Actually Necrons aren’t that great in 5th edition, their troop choice is limited in usefulness, as are the Flayed Ones, and Pariahs (absolutely useless).  So, until the codex gets updated, showing up with this army puts you at an immediate disadvantage.  That being said, they are still numerous people who don’t quite understand how 5th edition changed the game (I’m still learning new things) so if you play well and exploit your opponents ignorance/weakness you can still pull off some great wins.  Anyway the army list will be posted at a latter time as it is in major flux as I update it to deal with 5th edition (total re-write).  Lets get to the models!

Necron Monolith - Laser Bait
Necron Monolith - Laser Bait

Heavy Support fist and we start with the Monolith.  This is a very large model!  About the heights of a Land Raider if you put it on its end.  I used the same paint scheme as was on my warriors: bolt gun metal, with scab red.  The model was base coated black and then the base of the model was given a number of layers of tin bitz to make it look worn as if, partially buried, before dry brushing over with bolt gun, and then a sparse brushing of mithril silver.  Considering it is one of the first models I assembled and painted I think it turned out pretty well.

Heavy Destroyers - Not Great but all You've Got
Heavy Destroyers - Not Great but all You've Got

Heavy Destroyers are the closest the Necron player has to a melta-gun which is absolutely necessary in 5th addition as tanks and transport vehicles come into their own in this iteration of the game.  While very powerful with a strength  9 AP 2 weapon in a full squad that is just 3 shots.  Again the same palette as used through-out the army with the white on the head to draw attention to the face and the blue on the chest for a little variety.

Tomb Spyders - The 'y' makes them Alien
Tomb Spyders - The 'y' makes them Alien

I have a third one of these that isn’t yet painted.  I was getting bored with the palette so I put in another tone of red on the legs.  The one on the right has a particle projector, which is useless as the BS of  2 and can not hit the broadside of a barn.  I haven’t been using them but are including them now as they help keep my warriors coming back.

Necron: Infantry

Necron: Command

Necron: Fleet

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