![]() There's an argument to be made that X/3 are better games than the original MS, but it's incredibly hard to decide, so I'm not sure yet the other games there are the peaks of their respective series (in my opinion so far, at least - still need to play Shattered Soldier). Hopefully it helps! There are also a few other titles on there like Super Mario World, Sonic the Hedgehog 3, and Chi no Rondo, but you asked for run-and-guns. It's not up yet, but right now, these are the titles I've singled out as the best: I'm slowly putting together a page dedicated to the history of side-scrolling for my game studio's website. With a few exceptions, like MSX's swordsmen, enemies getting close isn't an instant DEFCON 1. You're free to dive into the scrum in both games, slashing and gashing through virtual walls of enemies - on the tacit understanding that if a gun or knife escapes your notice, you'll die with shocking abruptness. The combination of free overlap with human enemies, and giant hitboxes on your weapons causing mass carnage with every attack, is 100% Ninja Spirit. ![]() At a stretch, POWs that grant resources are straight outta the TRVE & HONEST Ikari III (or perhaps Ikari II, if you regard Dogosoken as that game's companion rather than sequel), Guevara. Learning where to expend your special weapons with extreme prejudice, and where to hold back, and when/when not to suicide your vehicles is the quintessential Slug learning curve. This multifunctionality isn't really a thing in the shooting-dominant Contras, nor is the ammo management it entails. Ikari contributed the gun/grenade/tank triptych, with Slug adding a sorely-needed knife. While I'm a fan of both, Slug is genuinely *very* different from Contra - lately, I've considered it to owe just as much to Ikari and Ninja Spirit. No matter how bad a game is, somebody will always love it. No matter how good a game is, somebody will always hate it. That probably plays a factor in my preference as well. The latter two are something I really enjoy in my run 'n guns, and none of the 'Slugs have those. And I just realized it shares some features with Shattered Soldier: Both have tons of bosses, a set of always available weapons where you can switch between them at will, and direction and/or movement locking. And I just love that.īit out of the left field, but Gunners Heaven (aka. Maybe it's the themes - Metal Slug is always a bit tongue-in-cheek with its shtick (Camel Slug, getting fat, etc.) while Contra somehow manages to take the most ridiculous things (like holding on to a flying missile with fighting a boss, or having a space station explode while you're inside it and then you just continue the battle while falling towards Earth, hopping from one piece of debris to another) and still play it straight and seriously. There's just something about them that doesn't click quite in the same way as Contras do. Even though I own MVS carts of couple of the 'Slugs, I just haven't managed to dedicate myself into 1CCing any of them. Metal Slug -debate I lean towards Contra, though I can't put my finger on exactly why. When Edwards had collected more grenades, he rushed the hostile emplacement a third time through a vicious hail of fire and again managed to take out the crew and its gun.Contra: Shattered Soldier would probably get my vote as best entry in the genre. He ran back for more as the enemy replaced its destroyed machine gun with another and resumed fire. However, Edwards was forced back yet again when he ran out of grenades a second time. This time, he managed to land a grenade inside the hole the enemy was in, destroying its weapon and killing its crew. Edwards ran back to replenish his supply, then charged forward again. ![]() The enemy withdrew but quickly returned when Edwards ran out of grenades. He also knew he couldn't use mortar fire against them because of their proximity to friendly troops, so Edwards grabbed several grenades and single-handedly charged the hostile nest. During these trips he was fully exposed to the enemy."Įdwards then directed fire on the enemy however, he quickly realized that it wouldn't do much since the enemy was hidden in a hole. "Edwards personally led four of the men to foxholes that were within 50 yards of the enemy position. Sager, Company E's commander, said in his account of the battle. ![]() "As the fire of the enemy still covered the area, some of the men were reluctant to move forward," Maj. ![]()
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