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Contra
CONTRA
Feasibility for online

By Greg Orduyan


Table of Content:
Introduction……………………….......………………………………………….…….3
Previous Contra Titles and Ratings……………………….......………………….………3
Sales breakdown…………………………………………………………………..……4
Story of the best Contra title………………………………...…….…………….………4
Hardware/Target platforms………………………………..…………………….………5
Game concept overview……………………………………………….………….…….5
Game back-story………………………………………………………………..……...6
Single Player description……………………………………………………….……….6
Player VS Player description…………………………………………………..………..7
Online element………………………………………………..……………...…………7
Schedule breakdown………………………………..……………………….………….8
Conclusion………………………………………...………………………..…………..9

***


Introduction:

Contra is a fast-paced action game. Having sold nearly four million units since the game was introduced in 1987, the Contra series puts the gamers' strategy and fighting skills to the ultimate test.

Previously, most of Contra games have been Platform shooter styles (game play continues form platform to platform). Contra has been a game with a high difficulty level. Majorities of Contra game play have the traditional side scrolling view. The pace of the game is pretty manic and unrelenting, controls are extremely tight and responsive, giving you a fighting chance. One neat feature, Super C has the ability to fire your gun in all 8 directions, even while you are in jumping mode.
The games usually have two to four main characters (Rambo, Commando types), whom have to save the world. The arsenal used includes Power-Ups and about 9 different weapons like Homing Missiles, Lasers, Machine Guns, Flame - Throwers, Shatter Guns, Super Bombs etc…

Previous Contra Titles and Ratings:

YearTitleGenreStylePlatformRating
 
1991ContraShooterPlatform ShooterGame BoyXXXXx
1988ContraShooterPlatform ShooterNES 
1994Contra Jp.ShooterPlatform ShooterSega Gen. 
1992Contra Jp.ShooterPlatform ShooterGame Boy 
1992Contra Alien WarsShooterPlatform ShooterGame Boy 
1994Contra Jp.ShooterPlatform ShooterGame BoyXXXX
1992Contra ForceShooterPlatform ShooterNESXX
1994Contra Hard CorpsShooterPlatform ShooterSega Gen.XXXx
1992Contra III The Alien Wars ShooterPlatform ShooterSuper NESXXXXx
1997Contra Legacy of WarShooterThird-Person 3D shooterSega Saturn 
1996Contra Legacy of WarShooterThird-Person 3D shooterPSXXXXx
1996Contra Legacy of War Eur.ShooterThird-Person 3D shooterPSX 
1994Contra Spirits Jp.ShooterPlatform ShooterGame Boy 
1987Contra aka GryzorShooterPlatform ShooterAcade (Coin-op) 

Sales breakdown:

TotalSales: ContraFranchise
 
PlatformTitledateunitsdollars
 
NINContra ForceOct '92624$10,314
GBOYContra: Alien WarsOct '9451,950$1,058,201
PSXContra: Legacy of WarNov '96224,732$5,133,933
SATContra: Legacy of WarMay'975,041$180,307
PSXC - Contra AdventureSep'9821,500$650,382
 
Total  251,273$5.964,622

Story of the best Contra title:

According to many reviews the best Contra game ever is Super NES version
(Contra III: The Alien Wars)

Super Contra Story

An evil alien entity called the Red Falcon landed on Earth, and had attempted to conquer Earth by utilizing alien minions and robotic war machines to kill anyone who opposed it. Two marines were sent in to stop the Red Falcon, by striking at its South American island bases, and were successful in defeating the Red Falcon and its forces. Or, at least they thought so...

The Red Falcon had actually been merely wounded in the attack, and after it had healed itself, it concocted a new plan for world domination. It called on its galactic allies, and together they took mental control of US army forces, using a mind- altering chemical agent. The Red Falcon gained control of these US soldiers, and then began its second campaign toward conquering the planet Earth.

The marines responsible for destroying the Red Falcon's previous form were called back to active duty, and flown into the Red Falcon's base by Helicopter, with one single order: destroy the Red Falcon and its forces, once and for all. You take control of these marines, and guide them through 8 levels of frantic and challenging side-scrolling mayhem in their quest to kill the evil alien warlord and end its reign of destruction.


Hardware/Target platforms:

Game should be developed for next generation platforms and PC with cross platform online compatibility (PC, PSX2, XBOX).


Game concept overview:

The game should be a fast paced shooter with lots of enemies to be killed, high-resolution 3D environments and characters, in asymmetric view and transitions into real time in game cinematic. Players should be able to play 1P or 2P modes as well as online battle and death match mode. We also can build additional features such as training and mission briefings.

Game back-story:

Contra's HQ have intercepted SOS from the biggest Russian nuclear submarine that is sinking to the bottom of Barents Sea. While Contra's HQ continues monitoring the unsuccessful rescue attempts, suddenly the submarine crews stop responding to the Russian Northern Fleet hails. Meanwhile, Contra's spy satellite registers the beginning of nuclear missiles launch form the sub, and transmission to Russian Navy operations that Red Falcon is demanding to stop the rescue attempt otherwise there are will be a missile strike retaliation. After analyzing the spy satellite data, Contra intelligence realizes that Red Falcon is preparing its third attempt to conquer Earth by using Russian submarine as its base to assemble and power it's robotic war machines in the safety of deep sea…

Members of Contra Forces are called in and ordered to stop the Red Falcon, and were successful in defeating evil alien entity and its forces. Or, at least they thought so…

The "Red Falcon" had actually been merely wounded. It escapes the submarine blast to a secret retreat located in the mountains of Bosnia. Were alien forces lie dormant aviating for decoy Barents Sea invasion to begin, so they can start a real attack of the Earth forces? The Contra intelligence is learning that Red Falcon is not the brains behind an operation but just a pawn controlled by a mysteries alien only know as "Dark Queen". Contra marines are called again for the final showdown…


Single Player description:

Number of levels in this game will depend on the story. If we follow the plot the way it is, we should have three big levels (worlds), which are divided into several sections each ending with a mini Boss and a level Boss at the end of each world: "Submarine", "Mountain trail" and "Underground base". In Single player mode some exploration will be possible, player could reenter visited sections of the world. 3D game environments and characters, will provide a great opportunity to reward player with real time in game cinematics wile carrying on with the story. Game will include a strategy element. Were player will have to figure out how to successfully battle minions and Bosses (order of destroying parts of the Bosses and choosing best weapons to do it). With several characters, members of Contra and hidden characters for player to choose from. Contra characters traditionally fight the same way and they only differ in appearance. But there is always a little space for trying out new things. For example, we can give characters hidden secret abilities, to continue "Easter Eggs" signature Contra tradition. Here are some of the weapons which players will acquire throughout the game: "Homing Missiles", "Lasers", "Machine guns", "Flame - Throwers", "Shatter Guns", "Super Bombs" (Classic weapons, true to all Contra games)

Player VS Player description:

The uniqueness of the game play for "Two - player" mode should require for both players to move forward, other than that it will be identical to a "Single player" with twice the difficulties levels. In order to succeed, players will have to work as a team and watch each other backs. As one possibility, if one player is killed
both have to restart from a checkpoint, another possibility is a "Coin - Up" style, if player is killed he/she can rejoin till there are no more credits.


Online element:

There are several different formulas we can use in designing on - line component
of this game:

· Four player linear scenario. Four players can participate. They split in two teams, after the game starts, each team is taking an independent root and completing different missions on the way until they meet at the intersection to fight the Boss. After four players destroying the Boss, they can continue taking separate routs.

· Contra War. We can have ongoing online battle of Aliens VS Earth forces.
Participants can choose from alien fighters, war robots, or Contra marines,
then they get to pick a side Alien or Earth and the Battle begins…If you
pick Earth side you get to fight Alien army controlled by computer AI
and wise versa. Depending on how well you do, it will influence the overall scores of your side. There will be a status board indicating your personal scores as well as your side. There also should be a map showing in whose favor War is leaning and in what areas your team maybe needing your help. And if you get the best individual scores that will give you bragging rights with your buddies.


· Contra Death Match. It's a tournament where players are given an opportunity to test their skills against life opponents. Every now and then Konami will announce a date of the tournament and the place in VR world where the tournament would take place. Then it would provide a level representing this place for example Chicago and then you let online players loose. If some one is trying to cheat you can give people ability to suspend (vote out) this player for some X amount of time. Every match should have a time limit and scoring system so the best players can brag…

· Contra's first person shooter. If we can give hardcore Contra fans a game in 1P and 2P mode, which is truthful to Contras, game mechanic and spirit, we can go ahead and create a first person online shooter with Contra IP without risking of disappointing them.

Schedule Breakdown by man months:

Project start .............................................................................2 weeks

Design .....................................................................................3 months

Tech Design .............................................................................1 month

Concept art .............................................................................1.5 month

Sound prelim ............................................................................2 months

Prototype .................................................................................4 months

First playable ............................................................................2 months

Level implementation 1.5 months for each level (5 months in this example)

Alpha ........................................................................................3 months

Beta .........................................................................................2 months

Final Polish ...............................................................................1 months




Conclusion:

Contra is beloved by many hardcore fans whom believe that if the new game is not exactly like an old Contra, it's not a Contra at all. Therefore, by taking steps away from original formula, we are risking to aggravate hardcore fans. If we are looking into only exercising a game on an "ONLINE" capability, maybe we should use other game IP where we don't have to take that kind of risk. One of probable candidates, we may want to revive is 1996's KOA game "Over Kill". The game is similar to Contra in many ways (it's asymmetric, fast-paced, sci-fi shooter). When it first came out, the game sold significant amount of units. The game got some pretty good reviews and has established a market for itself. It can be a great game and is suitable for our "game online" needs. Moreover, it will give developers more creative freedom in designing an online title.












 





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