stages from the original Contra. But instead of the shooting gallery stages, this brings in overhead shooting stages where you're running around from a bird's eye view, I guess a little more like other run and gun shooters like Commando or Ninja Princess or whatnot. And yeah, it's definitely another interesting experiment. And in some ways, this does feel like a step up. I know, I personally think the music in Super Contra is actually a lot more exciting than the music in the original Contra. It also seems to be…

... Instead of having the over-the-shoulder perspective, they went with a top-down format, very similar to Capcom's Commando. I mean, it's possible. I know Konami had some other games where they were doing different perspectives with a similar military action setting, like Devastators, which very closely resembles the base stages from the original Contra. ...
01:18:39 - 01:19:05
In Context
... it was usually the base stages. They're like, "Oh, those are lame. I don't really like those." I do wonder if some of that feedback was actually present in 1987 and got back to Konami, and then they were like, "Oh, okay. People didn't like those. Let's try something different with the sequel." Instead of having the over-the-shoulder perspective, they went with a top-down format, very similar to Capcom's Commando. I mean, it's possible. I know Konami had some other games where they were doing different perspectives with a similar military action setting, like Devastators, which very closely resembles the base stages from the original Contra. They would have other overhead run and gun action games. I think it's called Dark Adventure or Devil World. I can't remember that game's name, and I was on the podcast. I remember everything else about the game, but the game. I think that ...