Gryzor/Contra (MSX, 1989)
Graphics-7.5 Sound-8.5 Control-7 Challenge-7 Story-5
Level Design-7 Frustration-7 Fun-7 Originality-6
Overall Score-7
+
Adds a lifebar
Pretty good variation
Longer (four more levels but the hangar zone one is missing here)
Fast paced and sometimes intense
Pretty good bosses overall (some go down too fast)
8-way targeting
Some large sprites
Respawn on the spot
Can select which weapon you want after picking up a weapon power up
Adjustable jump height
More arcade accurate z-plane/rail shooter segments (choose your own path - no maps though), auto-fire power up, better final boss,
+/-
Not having the right weapon at the right time makes some parts much harder (no weapon inventory)
No way to refill life (not even refilled after beating a level)
No rapid fire power up
No scrolling and lower intensity overall
Can't stand still and shoot diagonally
-
More slowdown
No simultaneous 2-player mode
Trial & error (some cheap enemy placements (downward vertical levels), can't jump down at a certain point in the first downward vertical level for seemingly no reason, one of the base bosses dies instantly if you destroy the upper right turret)
Can't shoot while in mid-air after jumping off screen
No spread shot
Easy final boss?
No options (though a hard mode is unlockable?)
Still somewhat awkward jumping (more vertical than horizontal length) and crouching controls (can't move while crouching, character auto-stands up when pushing forward)
A bit hard to judge distances in the pseudo-3D levels (on bullets especially) but they're easier here
Unbalanced weapons (laser and fire are not as good as the machine gun though laser is at least somewhat better than in the NES game)
No laser of fire weapon until the third level, can't jump while in water, this version is missing the cutscenes seen in the JP NES version, worse color choices overall with overly samey backgrounds compare to the NES version (some background tile and sprite work is a bit worse as well), repeats some bosses,
Level Design-7 Frustration-7 Fun-7 Originality-6
Overall Score-7
+
Adds a lifebar
Pretty good variation
Longer (four more levels but the hangar zone one is missing here)
Fast paced and sometimes intense
Pretty good bosses overall (some go down too fast)
8-way targeting
Some large sprites
Respawn on the spot
Can select which weapon you want after picking up a weapon power up
Adjustable jump height
More arcade accurate z-plane/rail shooter segments (choose your own path - no maps though), auto-fire power up, better final boss,
+/-
Not having the right weapon at the right time makes some parts much harder (no weapon inventory)
No way to refill life (not even refilled after beating a level)
No rapid fire power up
No scrolling and lower intensity overall
Can't stand still and shoot diagonally
-
More slowdown
No simultaneous 2-player mode
Trial & error (some cheap enemy placements (downward vertical levels), can't jump down at a certain point in the first downward vertical level for seemingly no reason, one of the base bosses dies instantly if you destroy the upper right turret)
Can't shoot while in mid-air after jumping off screen
No spread shot
Easy final boss?
No options (though a hard mode is unlockable?)
Still somewhat awkward jumping (more vertical than horizontal length) and crouching controls (can't move while crouching, character auto-stands up when pushing forward)
A bit hard to judge distances in the pseudo-3D levels (on bullets especially) but they're easier here
Unbalanced weapons (laser and fire are not as good as the machine gun though laser is at least somewhat better than in the NES game)
No laser of fire weapon until the third level, can't jump while in water, this version is missing the cutscenes seen in the JP NES version, worse color choices overall with overly samey backgrounds compare to the NES version (some background tile and sprite work is a bit worse as well), repeats some bosses,