![]() Conversely, bosses are designed to be more dynamic as they are much more mobile, requiring more strategy to overcome their patterns.ĭespite the gameplay differences and upgrades, Super Contra provides the same run-n-gun experience as its predecessor, at its core: hordes of enemies and large bosses, a variant arsenal, diverse stage settings and 1-hit deaths. As such, it does not feature any platforming elements. The danger of falling off the screen (death pits), present in the Waterfall stage of its predecessor, is absent in this arcade sequel. The soundtrack is more fast-paced and feels heavier with respect to the action. In addition, explosions feel more powerful as they are louder, more numerous and intense. One innovation to the level design is the use of sloped surfaces and terrains in the side-view stages. The stage designs are more intricate and their backgrounds provide a more “busy” feel (more animation, etc.). However, the style presents a greater level of realism in a military (and later, alien lair) setting. Visually, the game features a grittier presentation, using a smaller and less vibrant palette. The gun powerups are represented by small gun icons as a result, players may find it difficult to visually determine a given powerup and instead will rely on remembering their placement/location. There is a far greater number of enemies attacking the player at any given time, with more aggressive attacks. Super Contra is significantly more difficult than its predecessor, from which part of the game’s criticism stems. The popular simultaneous 2-player mode is retained in this sequel. Additionally, the player can control the height of their jump by holding the joystick up (higher) or down (lower) while jumping (a feature that was retained only in the DOS conversion). Featuring most of the guns from Contra, they can be upgraded to a second tier by acquiring a second of the same gun powerup. Although there are 5 stages in total, like arcade Contra, the game is much shorter, with a regular-length overhead stage being the finale.Īnother change is to the weapon system. The most notable change is the use of overhead-view perspective, replacing the pseudo-3D view, for 2 of the levels. Although it plays very similarly, there are some key changes in the gameplay. Like its predecessor, Super Contra began on arcade machines. Bill and Lance must take on the returning alien threat, Red Falcon, which has seized a military base. Certainly, from an engineering standpoint, the two watches use significantly different movements, although what they do have in common is that both the Zenith 3600 and the Rolex 4130 are very much pieces of contemporary, high-tech mechanical horology.Super Contra is the immediate follow-up to the beginning of the Contra series, with its plot continuing 1 year after the events of the first game. ![]() ![]() Whether or not the resemblance bugs you is a matter of taste – I suspect some folks will be put off by it, although considering a modified El Primero movement was used by Rolex for the first self-winding Daytonas, I'd propose that Zenith is, to some extent, entitled by history if nothing else to connect the dots a little. ![]() The color and the way the ceramic reflects the light on the Chronomaster Sport is insistently reminiscent of the Daytona bezel, but the typeface and function are quite different – the Daytona has a tachymetric scale and the Chronomaster Sport, graduations for reading off tenths and hundredths of a second. Zenith has used ceramic bezels before in the Chronomaster line, but as far as I have been able to determine, just on the two 50th Anniversary limited edition models (which were also launch platforms for the caliber 3600). I think what makes the resemblance seem so strong at first glance is the ceramic bezel. Zenith has gotten around this problem partly by using low-inertia silicon for the escape wheel, but a lot of the mitigation comes from customization of the driving and coupling wheels, each of which has a unique profile for the gear teeth. The amount of energy available is even less than at the fourth wheel, and adding the load of driving the chronograph is potentially even more problematic. The problem is even worse if you try to drive the chronograph off the escape wheel. Balance amplitude can drop significantly when a chronograph is switched on, and if the watch isn't in optimum condition, accuracy can suffer if you leave the chronograph on for long enough. Driving a chronograph from the fourth wheel is already kind of pushing it it's the last conventional wheel in the going train, and stealing energy from the gears at that point means less energy is available to reach the balance. The reason you don't usually see chronographs driven by the escape wheel is that, generally, it's a terrible idea to try.
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