This weapon is functionally similar to the grenade launcher of the arcade original. The F powerup now launches a powerful fireball that disperses into 4 smaller fireballs on impact holding the B button a moment before releasing shoots a stronger fireball that disperses into 8 upon impact. Additionally, the barrier powerup returns and taking the place of the shell bombs are the falcon bombs from the predecessor, appearing in both side and overhead view stages.
As such, the weapon upgrade system is absent and the powerups are represented by falcons again, instead of the arcade version’s unique gun icons. This version lacks the intro sequence and features a somewhat different ending.Īlthough the gameplay is generally the same as the arcade original, the weapon system is taken from NES Contra. Some of the level BGM’s have different placements. Furthermore, a few of the enemies and bosses function differently. There is also a greater emphasis on platforming (the arcade original lacks death pits entirely). This also results in a new final boss battle, apart from other new bosses. For example, the final stage is an expanded and reworked version of arcade Super Contra’s fourth stage. There are also differences within the retained levels, ranging from omissions to redesigns to extensions, in addition to their order. The 3 new levels are predominantly vertically-scrolling stages. Like its predecessor, the biggest difference from the arcade original is that it is a much longer game, featuring 3 additional levels. Super Contra on the NES takes the visual and functional basics of its NES predecessor and attempts to recreate the arcade source material. The sequel to NES Contra, this game received many drastic changes from its arcade original.
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