Contra: Hard Corps, known as Contra: The Hard Corps in Japan and Probotector in Europe and Australia, is a 1994 action game developed and published by Konami for the Sega Genesis. This makes it the first game in the Contra series released for a Sega platform.
The game takes place five years after the events of Contra III: The Alien Wars. A terrorist group led by Colonel Bahamut, a former military officer, has stolen an alien cell from the war and plans to use it to create weapons. A new team called the "Hard Corps" is sent to stop them. The game includes a story with multiple paths and different possible endings.
Hard Corps inspired several follow-up games, including sequels developed by Appaloosa called Contra: Legacy of War and C: The Contra Adventure, and a prequel developed by Arc System Works titled Hard Corps: Uprising. Over time, Hard Corps has been viewed as a separate series from the main Contra games.
In June 2019, the game was re-released as part of Contra: Anniversary Collection for Nintendo Switch, PlayStation 4, Windows, and Xbox One. It was also included in the Genesis Mini console that year. Additionally, the game was released on the Nintendo Classics service on October 25, 2021.
Gameplay
The goal of each game stage is to reach the end by shooting all enemies in the way and defeating the boss at the end. Most of the game takes place with the character walking, but some levels let the player ride a Motoroid, a hoverbike that can change into a robot shaped like an ostrich. Unlike earlier Contra games, which included overhead views, all stages in Hard Corps use the standard side-view perspective for most of the game. Another change is that players can now choose from four different characters. A new feature is that the story progresses through cutscenes shown during the game.
As in previous Contra games, two players can play together, but they cannot pick the same character. The controls are similar to Contra III, but they work with the Genesis's three-button controller and a six-button controller. The three main buttons (A, B, and C) are used for switching weapons, shooting, and jumping in the default setup. By pressing the weapon change button while shooting (or the X, Y, or Z buttons on the six-button controller), players can switch between two shooting styles: one that allows movement while shooting and another that keeps the character still while aiming in one of eight directions. Players can also jump down from platforms, move on walls and ceilings, and slide by holding the direction pad diagonally downward while pressing the jump button. Sliding makes the character invulnerable and can harm enemies.
Players can now carry up to four different weapons and a supply of bombs. Weapons are collected from flying capsule pods. This time, the weapons are labeled "A," "B," "C," and "D," and the choices depend on the character selected. Each player starts with a standard machine gun, which can be upgraded to a different semi-automatic weapon by collecting the A-type power-up. If the player loses a life, the weapon they were using is lost. Unlike Contra III, the number of bombs a player has does not change when a life is lost.
A unique feature of Contra: Hard Corps is the addition of branching paths that let players choose different stages based on decisions made during the story.
The Japanese version, titled Contra: The Hard Corps, is much easier than other versions because it includes a life gauge that lets players take three hits before losing a life. It also allows unlimited continues, while the American version only lets players continue five times. Animator Yasuomi Umetsu created the cover and manual illustrations for the Japanese version.
The PAL version is called Probotector. Like earlier European versions of Contra games, the main characters (CX-1 through 4) and some enemies were renamed and replaced with robotic versions (Browny remained the same, but his name was changed). The story was rewritten, with Colonel Bahamut and Dead-Eye Joe redesigned as humanoid aliens, and the alien cell replaced with a computer called the "X-Drive." The gameplay is the same as the North American version, but the European version allows only four continues instead of five. Some cutscenes were changed, such as the player character no longer identifying the boss of Stage 1 as being piloted by a man or Dr. Geo Mandrake being eaten by a monster. In this version, it is impossible to side with the Alien General, removing one of the endings.
Plot
Set five years after Contra III: The Alien Wars, Contra: Hard Corps follows a special team created to fight remaining alien dangers and groups of soldiers who are not following orders. The elite "Hard Corps" unit—made up of commandos Ray Poward and Sheena Etranzi, the cyborg Brad Fang, and the combat robot Browny—is sent to protect a city being attacked by terrorists. The attack is discovered to be planned by Colonel Bahamut, a former scientist who has taken a powerful alien cell that can make deadly bio-organic weapons.
After an early meeting with Bahamut’s mercenary, Deadeye Joe, the player’s mission splits into different paths. One route has the Hard Corps chase Joe on fast hoverbikes and fight mechanical spiders and transport ships. Another path has them race to save a research facility under attack, battling enemies on helicopters and planes. Other levels take the team to junkyards, jungles filled with aliens, and industrial areas, each ending with complex boss battles in multiple stages.
As the story continues, the Hard Corps learns Bahamut’s plan to use the alien cell to control Earth. The team must make important choices that change the story, such as whether to enter Bahamut’s base, destroy his space station, or attack the alien nest directly. One path includes the return of Red Falcon, connecting Hard Corps to earlier Contra games, while others focus on Bahamut’s increasing power and the use of alien technology by the military.
The game has several endings based on the player’s decisions. In one, the Hard Corps destroys the alien cell before it spreads. In another, they defeat Bahamut on his space station but die in an explosion, becoming heroes honored by Earth’s people. Other results include joining Bahamut’s side for personal gain or being trapped in another dimension after a secret battle.
Development
In an October 1994 interview for BEEP! Magazine, Nobuya Nakazato, a leader in game development, talked about the creative direction of Contra: Hard Corps. He explained that the game was made specifically for the Japanese Mega Drive market, showing that Konami was still focused on Japanese players. The team wanted to make a game that players would enjoy playing many times, using different paths, unique levels, and enemies that rarely repeated. Nakazato also said that each character in the game changes how it feels. For example, playing as Ray Powered gives a serious tone, while playing as Brownie adds humor.
The design of the game’s levels was a big part of development. The first level had many different mechanics and special elements to keep it interesting during multiple plays. The game’s different paths offered unique experiences, such as a military train level with a large boss called "Yokozuna Giant Ninja" or an alien lair inspired by a visit to the Meguro Parasite Museum. The orbital elevator level was considered special because it mixed strange ideas with an emotional ending. This level also included some of Nakazato’s favorite music.
A secret level was added later in development. This surprised the team’s managers, but they approved it. Even though the project was physically demanding, the team’s excitement as longtime fans of Contra helped them stay motivated. Nakazato said the game was not made just for money but because the team wanted to create a memorable Contra experience.
Reception
According to Famitsu, Contra: Hard Corps sold 13,363 copies in its first week on the market and 23,365 copies in total in Japan. Micom BASIC Magazine, a Japanese publication, ranked the game as the most popular in its December 1994 issue. The game received a score of 22.6 out of 30 in a poll by Mega Drive Fan and a score of 8.3571 out of 10 in a 1995 readers' poll by Japanese Sega Saturn Magazine. It was listed among Sega Mega Drive titles at the 55th position. Critics generally gave the game positive reviews.
GamePro’s Lawrence Neves praised the game for its challenging bosses, colorful graphics, loud explosions, simple controls, and fast-paced action. Electronic Gaming Monthly’s four editors recommended the game for its choice of four characters, intense action, and detailed visuals, though they noted the game’s difficulty could be very frustrating. Next Generation described the game as "the ultimate side-scrolling shooter" and called it "a beast of a game that won't be easily defeated."