![nintendo super contra 6 nintendo super contra 6](https://i.pinimg.com/736x/16/da/e0/16dae0a627fb992062ab9584dfc1f35c.jpg)
It's probably balanced out, overall, but it is a bit disappointing not to have the option of getting two and a half dozen extra lives in reserve.
![nintendo super contra 6 nintendo super contra 6](https://static.wikia.nocookie.net/bootleggames/images/7/79/Contra6_Unl_Select.png)
#Nintendo super contra 6 code
But it's also not as generous as its predecessor – the 10-men cheat code offered here won't give you near as much room for error as the 30-man Konami Code that came before it. Super C isn't as hard as Contra or Contra III. The game even starts with a two-screen-long leap into action from a hovering helicopter. Super C's structure is more dynamic, with big jumps and long hills. Every surface in the first Contra was flat, and every side-scrolling level was either a direct march to the right side of the screen with no change in altitude, or else a direct vertical climb straight up with no side-to-side. The second, design – though the other six, side-scrolling levels don't initially appear too dissimilar from what Contra 1 did first, each level is laid out with more depth and detail here. You also walk a bit slower than normal, so positioning yourself well is key – the enemies' ordnance comes in slowly, most times, so you should be able to preserve your stash of lives. The stages play out a lot like Ikari Warriors or Jackal, as you're deprived of your ability to jump in favor of the increased power to move in any of eight directions. But the inspiration for those two levels there were two prior levels here – stages two and six in Super C were the first to introduce overhead Contra action. A couple of the stages in Contra III were presented from an overhead viewpoint, as you looked down upon the heroes from above and rotated the stage around using the L and R buttons.
![nintendo super contra 6 nintendo super contra 6](https://cdn.wikimg.net/en/strategywiki/images/b/bf/SuperC_nescover.jpg)
First, perspective – in its introduction of the birds-eye view. where does Super C find its own individuality? Perspective, design and challenge. So the enemies are styled the same, the heroes are the same, the guns – with one exception – are the same. All of these act as they did in the first Contra, excepting the flamethrower – it fires out a spherical ball of combustion that explodes on impact, rather than a swirling shot of smaller flames. Also alike, the arsenal – from rapid-fire machine guns to flamethrowers, spreaders to laser rifles. Which is really about the same mix as Contra 1. And the Falcon has possessed the minds of the world's most major militaries, meaning our duo of heat-packing heroes have to face off this time against a mix of both army-commanded mechanical men and Alien-inspired, egg-hatched foes. In Super C, that bad guy is the alien Red Falcon – and our heroes are Scorpion and Mad Dog. The story finds, as is often the case, that the devilish bad guy thought dead in the first adventure is really still alive and plotting revenge against our heroes. The truth is that while Super C may not be as classic and memorable an experience as the other two old-school Nintendo Contras, it's still a solid and highly enjoyable run-and-gun experience. So hindsight can give us a glimpse into why Super C isn't heralded as highly as its older and younger brothers – and an opportunity to right that wrong. And it even weakened and altered the Konami Code, cutting the bonus you'd receive down to just 10 men instead of three times that amount. And it didn't innovate a whole lot over the original. It did, after all, disconnect itself from the Contra name. Super C, the game that came out in-between those two, has never been as widely known – which is a bit odd, but also understandable.