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	<title>Contra &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>13 Hardest Opening Levels In Video Games</title>
		<link>https://gamingbolt.com/13-hardest-opening-levels-in-video-games</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 17 Jan 2022 06:56:55 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
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		<category><![CDATA[Another World]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=502870</guid>

					<description><![CDATA[Easing the player in may work for some games but these 13 titles prefer the sink-or-swim approach with their opening levels.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he first impression is oftentimes the most important. While a game may sometimes have only one chance to wow you with its premise and presentation, many will at least give the first level a shot. But not every game is interested in gently guiding the player along – some will use their opening levels to crush your spirit immediately. Let&#8217;s take a look at 13 such opening levels in video games and what made them so rough.</p>
<p><b>The Village of Cursed Blossoms &#8211; Nioh 2</b></p>
<p><iframe title="12 CRUSHINGLY DIFFICULT Opening Levels In Video Games" width="500" height="281" src="https://www.youtube.com/embed/_xZQ34FmQ68?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>The first main story mission seems innocent enough with a few Gaki to eliminate but eventually, a massive boss-like Gozuki appears. You could deal with it or run away&#8230;the latter is pretty much needed since it slaughters you almost instantly. Things only get slightly easier from there as you venture to the Yokai realm with all of its hazards, face off against various other Yokai and humans, and finally battle a Mezuki (which is far from a pushover).</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">502870</post-id>	</item>
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		<title>The Konami Code Celebrates Its 35th Anniversary with Special Album of Lo-Fi Gradius Tracks</title>
		<link>https://gamingbolt.com/the-konami-code-celebrates-its-35th-anniversary-with-special-album-of-lo-fi-gradius-tracks</link>
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		<dc:creator><![CDATA[Will Borger]]></dc:creator>
		<pubDate>Fri, 23 Apr 2021 18:50:28 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Contra]]></category>
		<category><![CDATA[Gradius]]></category>
		<category><![CDATA[konami]]></category>
		<category><![CDATA[Konami Code]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=476967</guid>

					<description><![CDATA[Up Up Down Down Left Right Left Right B A Start.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2021/04/Konami-code.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-476974" src="https://gamingbolt.com/wp-content/uploads/2021/04/Konami-code-1024x576.jpg" alt="Konami Code" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2021/04/Konami-code-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2021/04/Konami-code-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2021/04/Konami-code-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2021/04/Konami-code-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2021/04/Konami-code.jpg 1920w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>It&#8217;s been a banner year for anniversaries in video games. <em>Zelda</em> turned 35 in February, <em>Pokemon</em> turned 25, <em>Street Fighter 2</em> turned 30, <em>Halo</em> is about to turn 20, the list goes on. But on April 25th, another video game legend celebrates its anniversary. It&#8217;s the Konami Code, probably the most well-known cheat code ever, which turns 35 this year.</p>
<p>To celebrate the code (and <em>Gradius</em>, which is where it initially appeared), Konami has released several remixed &#8220;lo-fi&#8221; tracks, complete with a cool animation of a pilot playing <em>Gradius</em> in space. While most folks probably associate the Konami Code with 1987&#8217;s <em>Contra</em>, where it would give you 30 extra lives, it actually got its start in the home release of <em>Gradius</em> in 1986, where it would unlock just about every power up in the game.</p>
<p>The story behind the code is that Kazuhisa Hashimoto, who worked on the Famicom port of <em>Gradius</em>, which was originally an arcade title, found the game so hard to test that he added the code to help him beat the game. Konami didn&#8217;t learn about the code until after the game came out, but they decided to leave it in instead of removing it and potentially messing up other sections of the game&#8217;s code.</p>
<p>Unfortunately, <a href="https://www.nintendolife.com/news/2020/02/the_creator_of_the_worlds_most_famous_cheat_code_has_died" target="_blank" rel="noopener">Hashimoto died last year</a>, but his legacy lives on every time someone inputs Up Up Down Down Left Right Left Right B A Start.</p>
<p>You can check out the lo-fi <em>Gradius</em> remixes below, courtesy of Konami.</p>
<p><iframe title="KONAMI lofi hip hop for chill/study/relaxing beats!" width="500" height="281" src="https://www.youtube.com/embed/wtAg2t5P-cE?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>


<p></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">476967</post-id>	</item>
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		<title>10 Game Franchises That Should Just Give Up</title>
		<link>https://gamingbolt.com/10-game-franchises-that-should-just-give-up</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 18 Oct 2019 06:56:37 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=418990</guid>

					<description><![CDATA[Let them die in peace already.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">N</span>obody likes seeing games fail, and it&#8217;s even worse when franchises put out disappointing instalments so consistently that it feels like there might be no way back for them. And in such moments, we can&#8217;t help but feel like rather than having to possible face even more disappointment with sequels, maybe it&#8217;d be a better for the franchises to pump the brakes, either permanently, or at least until they can get their act together. In this feature, we&#8217;ll be talking about ten such franchises- and we&#8217;ll begin with the one that burned us most recently.</p>
<p><strong>CONTRA</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/07/contra-rogue-corps-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-407165" src="https://gamingbolt.com/wp-content/uploads/2019/07/contra-rogue-corps-image.jpg" alt="contra rogue corps" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/07/contra-rogue-corps-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/07/contra-rogue-corps-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/07/contra-rogue-corps-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/07/contra-rogue-corps-image-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>When <em>Contra </em>was at its peak, it was one of the best franchises in the industry. <em>Contra </em>games brought with them a guarantee of riotous fun, gruelling action, and non-stop carnage, and when the franchise died down with the advent of time, it came as a bitter disappointment to a lot of people. Recently, Konami revived the franchise- perhaps &#8220;revived&#8221; is the wrong word though, because really, all <em>Contra: Rogue Corps </em>has done is drive the series even further into its depressing grave. Opting for a third person shooting style instead of the sidescrolling run&#8217;n&#8217;gun action the series is know for, <em>Contra: Rogue Corps </em>completely misses the mark in every way possible, and doesn&#8217;t seem to understand what fans liked about the series in the first place. It&#8217;s failure is made all the more baffling when you consider that an indie game called <em>Blazing Chrome </em>that came out earlier this year delivered everything that made people love <em>Contra </em>in spades- and yet Konami seem to have completely lost their way. Perhaps it&#8217;s best to let the legendary property die with some dignity.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">418990</post-id>	</item>
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		<title>New Contra Title Listed For September Via German Retailer – Rumor</title>
		<link>https://gamingbolt.com/new-contra-title-listed-for-september-via-german-retailer-rumor</link>
		
		<dc:creator><![CDATA[Landon Wright]]></dc:creator>
		<pubDate>Mon, 27 May 2019 23:26:08 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Rumors]]></category>
		<category><![CDATA[Contra]]></category>
		<category><![CDATA[konami]]></category>
		<category><![CDATA[nintendo switch]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=401097</guid>

					<description><![CDATA[Konami's classic run and gun property has popped up in a retailer listing.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2019/05/Contra.png"><img loading="lazy" decoding="async" class="alignnone wp-image-401098" src="https://gamingbolt.com/wp-content/uploads/2019/05/Contra.png" alt="Contra" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/05/Contra.png 1920w, https://gamingbolt.com/wp-content/uploads/2019/05/Contra-300x169.png 300w, https://gamingbolt.com/wp-content/uploads/2019/05/Contra-768x432.png 768w, https://gamingbolt.com/wp-content/uploads/2019/05/Contra-1024x576.png 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>E3 is getting close, and as always there’s all kinds of rumors and leaks coming out. One such leak today is a particularly interesting one. It seems that a listing for a new <em>Contra</em> title has appeared- could one of the original hard-as-nails shooters be making a comeback relatively soon?</p>
<p>The retailer in question is NetGames, and you can get a look at the listings <a href="https://netgames.de/ai_search.php?q=contra" target="_blank" rel="noopener noreferrer">here</a>. It mentions a game simply titled <em>Contra</em> as getting physical releases for PS4, Xbox One, and Switch. It’s also not listed as a full priced release being set at €34,95, whereas most new, full priced releases go for €44,95-€49,95 on the website. It has a release date of September 29th.</p>
<p>The IP holder, Konami, has largely backed away from large scale games, but it could be a small scale revival like <em><a href="https://gamingbolt.com/super-bomberman-r-getting-snake-as-guest-character-voiced-none-other-than-david-hayter">Super Bomberman R</a></em>. It could also be related to the classic game collection that was <a href="https://gamingbolt.com/konami-announces-anniversary-collections-for-contra-castlevania-and-arcade-classics">announced earlier in the year</a>. And it’s always possible it could be nothing, as these leaks some times end up being. We’ll just have to wait and see.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">401097</post-id>	</item>
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		<title>Contra &#8211; What The Hell Happened To It?</title>
		<link>https://gamingbolt.com/contra-what-the-hell-happened-to-it</link>
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		<dc:creator><![CDATA[Paul Kainoa Vigil]]></dc:creator>
		<pubDate>Mon, 07 Jan 2019 14:03:16 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Contra]]></category>
		<category><![CDATA[konami]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=380169</guid>

					<description><![CDATA[Remembering Konami's classic action franchise. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">Y</span>ou wouldn&#8217;t be able to tell now, but in the past, <em>Contra</em> was one of Konami&#8217;s flagship franchises. While there are many franchises known for a punishing sense of difficulty, <em>Contra</em> specifically is about a classic and precise style of gameplay, though it takes different forms forms. Aiming and character control have to be on-point.</p>
<p>In <em>Contra</em> games, you play as a soldier, progressing through waves of enemies that approach you from varying angles, all the while keeping cognizant of hazards and using precise character control. <em>Contra</em> games express all of the tension of a carefully-advancing guerrilla unit, through the difficulty of design. You are not a superhuman, or a robot. Though in some games, you can do cool somersaults, and duck or shoot while ducking to more safely place fire on screen, or spin around&#8230;</p>
<p>Movement in early <em>Contra</em> games is restricted, which places more demand on the need to be precise and cautious with timing jumps and progressing forward. Basically, your firearm is your offense and your defense. However, players can pick up different weapons to use, in the form of item drops found in levels. These are typically much more powerful than your default gun, with their primary benefit coming from the greater reach or speed that the weapons enable. And thankfully, you can aim your weapon in multiple angles, and shoot while in the air.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/01/contra-image.jpeg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-380174" src="https://gamingbolt.com/wp-content/uploads/2019/01/contra-image.jpeg" alt="contra" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/01/contra-image.jpeg 966w, https://gamingbolt.com/wp-content/uploads/2019/01/contra-image-300x169.jpeg 300w, https://gamingbolt.com/wp-content/uploads/2019/01/contra-image-768x432.jpeg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The first <em>Contra</em> game dates all the way back to the arcades, and was later released on Nintendo Entertainment System. When people might hear of &#8220;Nintendo difficulty&#8221;, <em>Contra</em> certainly lives up to and perpetuates that reputation. Players progress through varying gameplay display perspectives &#8211;  2D with multiple elevations, and dungeon-crawler-style &#8211; to clear stages. Don&#8217;t forget that you&#8217;re sometimes racing against a time limit in some stages, lest you lose a life. The earliest <em>Contra</em> games were designed around an arcade-style sensibility particularly popular during the late 80&#8217;s, wherein you had as many chances as you had coins to allow you to retry from your game over point. <em>Contra</em> also has the distinction of being a co-op game, one of the earliest games of its kind as a scrolling shooter, and later Konami games such as the licensed beat-em-ups they developed for the Super Nintendo were arcade-style co-operative games as well.</p>
<p>The second <em>Contra</em> game, <em>Super Contra</em>, followed a similar format of being first released for the arcades before being ported to the NES and other platforms. It introduces a stage designed around a top-down perspective, but is also shorter than the first game&#8217;s seven stages. The sequel did not arrive without new gameplay ideas though &#8211; weapons can now be upgraded by picking up the same weapon upgrade twice, stages now include slanted surfaces for varied and challenging level design, and jump height can now be adjusted by holding up or down after leaving the ground. <em>Contra III: The Alien Wars</em>, the third mainline<em> Contra</em> game, was released on the Super Nintendo years later. It introduced climbing on walls, ladders, and ceilings, and attaching to poles. Additionally, players can switch between two weapons at any time, though both are lost if the player character dies. Some in-game sequences made use of the SNES&#8217;s Mode 7 graphical depth impression generator for stages and for boss fights. There are also three difficulty modes to choose from as well, with a true ending only available by clearing the final boss on the most difficult setting. Arguably one of the most lauded of the<em> Contra</em> games, it was eventually ported to the Game Boy and Game Boy Advance, and re-released on the Wii Virtual Console and the SNES Classic.</p>
<p>Strangely enough, despite the franchise&#8217;s jump to the next generation of consoles, there was one<em> Contra</em> game, <em>Contra Force</em>, developed for and released only on the NES, and radically different in some ways from previous games. Players could choose between four different characters, each of which have gameplay distinctions such as movement speed and weapon choices. <em>Contra Force</em> possesses the wall and ceiling traversal found in <em>Contra III: The Alien Wars</em>. Interestingly, it was never intended to be a <em>Contra</em> game, but rather its own entity called <em>&#8220;Ark Hound&#8221;</em> &#8211; which may explain why the game released even though there was a<em> Contra</em> title already on the SNES.<em> &#8220;Ark Hound&#8221;</em> was developed in-house by Konami in Japan, but <em>&#8220;Contra Force&#8221;</em> ended up only being released in America.</p>
<p><em>Contra: Hard Corps</em> would be the series&#8217; sole entry on the SEGA Genesis, bringing with it some interesting gameplay directorial decisions. Choosing between different playable characters would return, but the shifting view perspectives &#8211; a mainstay since the franchise&#8217;s beginning &#8211; was no longer, with players progressing solely through horizontally side-scrolling stages, though sometimes hoverbike sequences were present. New features included descending through platforms, which is especially helpful if all stages are side-scrollers, an invincible slide, and branching paths wherein the stage players will progress through next will depend on questions that the game sometimes prompts them with.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/01/contra-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-380171" src="https://gamingbolt.com/wp-content/uploads/2019/01/contra-image-2.jpg" alt="contra" width="620" height="349" /></a></p>
<p>Following<em> Contra: Hard Corps</em>, the next games would all see release on Sony platforms, with the exception of <em>Contra: Legacy of War</em> also being released for the SEGA Saturn. <em>Legacy of War</em> and the next <em>Contra</em> game, <em>C The Contra Adventure</em>, were both developed outside of Konami by the now-defunct Appaloosa Interactive, which you might have heard of if you are a fan of <em>Ecco The Dolphin</em>. These two games represented an attempt at shifting the games to 3D, en vogue with the generation of gaming consoles at the time as console power scaled upwards, but also represented some new directorial decisions.<em> Legacy of War</em> decreased character individuality increasingly introduced in previous games, but also employs a health meter, and introduces saving game progress. <em>C The Contra Adventure</em> did away with the co-op option present in the mainline releases thus far, oddly enough. Otherwise, the two games share a good majority of design choices. The move to 3D allowed Appaloosa to introduce new movement and environmental interaction options, such as strafing. It is worth noting that neither of the two games were released in Japan, and <em>C The Contra Adventure</em> was released only in North America.</p>
<p>After these releases, <em>Contra</em> also made the jump to the PlayStation 2, but with two very different game design visions. <em>Contra: Shattered Soldier</em>, releasing on the PlayStation 2, saw Contra game development return in-house to Konami, and also saw the return of 2D side-scrolling gameplay though with the introduction of 3D polygonal rendering.<em> Shattered Soldier</em> also utilized charge shots and introduced grading per stages. There are no power-ups; instead players switch between one of three weapons. And, the game features multiple endings based on stage performance grading rather than choices made throughout gameplay in response to dialogue prompts. <em>Neo Contra</em>, also releasing on the PlayStation 2, sees the return of stage progression perspective variety, alternating between horizontal side scrolling, dungeon-crawler-view, and isometric view. However, <em>Neo Contra</em> differs from<em> Shattered Soldier</em> in its weapon loadout customization and the introduction of dashing for quick bursts of speed and spinning in place for a brief moment of invincibility, both as a substitute for jumping. <em>Neo Contra</em> also retains the stage performance grading system introduced in <em>Shattered Soldier</em>.</p>
<p>The following generation saw the release of <em>Hard Corps: Uprising</em>, developed by Arc System Works of <em>BlazBlue </em>and <em>Guilty Gear</em> fame (and with art and music composition credits from Daisuke Ishiwatari of <em>Guilty Gear</em>) was a digital-download title released for the Xbox 360 and the PlayStation 3. It featured an aesthetic that took notes from anime, and was positioned as both a prequel to the original <em>Contra</em> game and as a start of its own continuity.<em> Hard Corps: Uprising</em> utilized a health bar and a points system that could be used to purchase upgrades. <em>Contra: ReBirth</em>, a WiiWare title,  was developed by M2 and for the most part skewed to the gameplay formula established by <em>Contra III</em> while allowing for players to choose between three difficulty settings as seen in several <em>Contra</em> games.</p>
<p>Handheld releases include Operation C on the Game Boy, the first <em>Contra</em> game to be released for a portable console, and launching before <em>Contra Force</em>. Releasing during the time of the earliest<em> Contra</em> games, it follows some conventions set by the first<em> Contra</em> game down to featuring remixes of songs present in the first <em>Contra</em> game and using both horizontal side-scrolling stages and top-down. But <em>Operation C</em> was also the first to introduce auto-fire. <em>Contra 4</em>, released on the Nintendo DS, was developed by the esteemed team WayForward Technologies. With their platformer pedigree,<em> Contra 4</em> was meant to recall the classical mainline numbered titles, with weapons being acquired in the same way that they are in earlier games via icons, and returning to the alternation between horizontal side-scrolling and dungeon-crawler perspective introduced in the first <em>Contra</em> game.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/01/contra-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-380172" src="https://gamingbolt.com/wp-content/uploads/2019/01/contra-image-3.jpg" alt="contra" width="620" height="349" /></a></p>
<p>Since its last major releases, the <em>Contra</em> series has not really had any comparable new games. The current gaming climate would seem particularly favorable to the development of a new <em>Contra</em> game, if one were to look at the rising success of indie platformers along with the resurgence of classic platforming games in the 2D space, such as the <em>Mega Man</em> games.  However, by design, <em>Contra</em> is a simple game to play but incredibly difficult to be successful with. The games are not that long, which may be a difficult sell for both consumers and developers who may shy away from making a high-investment sequel on consoles.</p>
<p>It has been quite some time since the short E3 2011 trailer that apparently announced a new <em>Contra</em> game. Not much was featured other than the classic fire arc that forms the &#8220;C&#8221; in <em>Contra</em>. Besides some stylized pixellated font, there&#8217;s no telling what it might have been alluding to &#8211; some sort of re-release package or individual, an entirely new game, anything. It is difficult to be conclusive, even in spite of the consistency of <em>Contra</em> releases thus far</p>
<p>It really isn&#8217;t out of the question, though. Similar in design to the classic <em>Contra</em> games, <em>Shinobi III: Return of the Ninja Master</em> was re-released for the Wii Virtual Console and the Nintendo 3DS. For the past few years, SNK of <em>King of Fighters</em> renown has been regularly releasing some of their oldest but most respected individual arcade titles on Nintendo hardware, and also making them available through compilations &#8211; one recent notable example being the SNK 40th Anniversary Collection.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/01/contra-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-380173" src="https://gamingbolt.com/wp-content/uploads/2019/01/contra-image-4.jpg" alt="contra" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/01/contra-image-4.jpg 625w, https://gamingbolt.com/wp-content/uploads/2019/01/contra-image-4-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>What we do see here is a series with a couple of different directions but with a set of formulas that can always be revisited and repurposed. But there simply isn&#8217;t much indication of a new game otherwise. <em>Hard Corps: Uprising</em>, launched back in 2011, and what&#8217;s been released since then are ports (including <em>Contra III</em> for the New Nintendo 3DS and the Wii U Virtual Console) or pachislot games. While Konami certainly respects the legacy of the <em>Contra</em> series, it&#8217;s hard to say what a new game would look like.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">380169</post-id>	</item>
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		<title>15 Easy Video Game Bosses In Difficult Games </title>
		<link>https://gamingbolt.com/15-easy-video-game-bosses-in-difficult-games</link>
					<comments>https://gamingbolt.com/15-easy-video-game-bosses-in-difficult-games#respond</comments>
		
		<dc:creator><![CDATA[Alex Jackson]]></dc:creator>
		<pubDate>Mon, 21 May 2018 11:23:23 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[bloodborne]]></category>
		<category><![CDATA[Contra]]></category>
		<category><![CDATA[Dark Souls]]></category>
		<category><![CDATA[Dark Souls 2]]></category>
		<category><![CDATA[dark souls 3]]></category>
		<category><![CDATA[final fantasy X]]></category>
		<category><![CDATA[NIOH]]></category>
		<category><![CDATA[Shovel Knight]]></category>
		<category><![CDATA[Super Castlevania 4]]></category>
		<category><![CDATA[Super Meat Boy]]></category>
		<category><![CDATA[Super Metroid]]></category>
		<category><![CDATA[Teenage Mutant Ninja Turtles]]></category>
		<category><![CDATA[The Legend of Zelda: Breath of the Wild]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=335104</guid>

					<description><![CDATA[These bosses didn't get our heart pounding quite as much as their comrades.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he masochists among us gamers go to games looking for something to push us a bit, challenge what we&#8217;ve learned and figured out about a game&#8217;s mechanics and the feeling that we get after conquering that tough boss is, well simply indescribable. Many series from Mega Man to Dark Souls have made their name on difficulty, but every once in awhile, even those games meant to be challenging have some cracks in their armour where they kind of just let us down. Here&#8217;s some of those times, but please don&#8217;t forget to share your own easy bosses in hard games in the comments below as well.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/04/14-Contra-.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-335108" src="https://gamingbolt.com/wp-content/uploads/2018/04/14-Contra-.jpg" alt="" width="620" height="543" srcset="https://gamingbolt.com/wp-content/uploads/2018/04/14-Contra-.jpg 800w, https://gamingbolt.com/wp-content/uploads/2018/04/14-Contra--300x263.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/04/14-Contra--768x672.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><strong>The Wall &#8211; Contra (1987)</strong></p>
<p>Contra is a great game, given two Rambo knock offs a great excuse to shoot their way through a jungle infested by evil solders, turrets and exploding bridges. This challenge of dexterity must finish off in a suitable boss battle right? Well, how about you stand a safe distance away and shoot at a wall for a second.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">335104</post-id>	</item>
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		<title>15 Video Game Franchises We Want To Return</title>
		<link>https://gamingbolt.com/15-video-game-franchises-we-want-to-return</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 13 Apr 2018 11:25:09 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Castlevania]]></category>
		<category><![CDATA[clock tower]]></category>
		<category><![CDATA[Condemned]]></category>
		<category><![CDATA[Contra]]></category>
		<category><![CDATA[dead space]]></category>
		<category><![CDATA[dino crisis]]></category>
		<category><![CDATA[Gradius]]></category>
		<category><![CDATA[Manhunt]]></category>
		<category><![CDATA[Metal Slug]]></category>
		<category><![CDATA[onimusha]]></category>
		<category><![CDATA[road rash]]></category>
		<category><![CDATA[Shinobi]]></category>
		<category><![CDATA[Silent Hill]]></category>
		<category><![CDATA[suikoden]]></category>
		<category><![CDATA[virtua fighter]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=331692</guid>

					<description><![CDATA[These franchises may never return but we'll continue to pine for them.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">V</span>ideo games come and go but we have seen some franchises make a comeback despite their dormancy like Nier: Automata. Not every franchise is so lucky though – many go for decades without a single peep, much less any hope of a new game. Regardless, here are 15 video game franchises we want to see return.</p>
<p><b>Shinobi</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2011/05/shinobi.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-31314" src="https://gamingbolt.com/wp-content/uploads/2011/05/shinobi.jpg" alt="" width="620" height="465" srcset="https://gamingbolt.com/wp-content/uploads/2011/05/shinobi.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2011/05/shinobi-300x225.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Of the many franchises that Sega has deigned to keep alive, Shinobi has been criminally left out. It&#8217;s a shame because in 2002, the developer had a chance to beat Team Ninja&#8217;s Ninja Gaiden to the punch with high paced ninja action and ultra violence. It unfortunately buckled under an (ironically enough) insane difficulty, lack of depth and poor level design. Shinobi 3D in 2011 attempted to reignite the 2D side-scrolling magic of old but it just couldn&#8217;t match the brilliance of the old-school Shinobi titles.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">331692</post-id>	</item>
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		<title>15 Games That &#8220;Borrowed&#8221; Assets from Other Properties</title>
		<link>https://gamingbolt.com/15-games-that-borrowed-assets-from-other-properties</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 26 Sep 2016 14:53:14 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Contra]]></category>
		<category><![CDATA[Duke Nukem]]></category>
		<category><![CDATA[King of Fighters]]></category>
		<category><![CDATA[Last Resort]]></category>
		<category><![CDATA[Mass Effect 3]]></category>
		<category><![CDATA[Neverwinter Nights]]></category>
		<category><![CDATA[Peter Pan]]></category>
		<category><![CDATA[the last of us]]></category>
		<category><![CDATA[Uncharted 4: A Thief's End]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=276362</guid>

					<description><![CDATA[You've probably seen that asset somewhere before.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">E</span>very form of mass media takes inspiration from somewhere. It&#8217;s the hallmark of civilization &#8211; stories evolve, twist and turn over the generations, becoming more refined and nuanced. However, there are differences between using popular tropes, archetypes and clichés and straight up &#8220;borrowing&#8221; &#8211; or at worst, stealing &#8211; someone else&#8217;s creative work. We decided to take a look at several games which were &#8220;inspired&#8221; by other properties, some blatantly and others a lot more so.</p>
<p><em>Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.</em><strong> </strong></p>
<p><strong>King of Fighters</strong></p>
<p><iframe loading="lazy" title="15 Games That “Borrowed” Assets from Other Properties" width="500" height="281" src="https://www.youtube.com/embed/px9OH5NZOME?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>At one point, the <em>King of Fighters</em> was set to have a character that resembled Tetsuo from the movie Akira. The character&#8217;s voice actor was even hired for the process. It&#8217;s hard to not see the similarities but we&#8217;re guessing due to copyright issues, this character was changed to Nameless from <em>King of Fighters 2002</em> onwards.</p>
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		<title>Top SNES Games of All Time</title>
		<link>https://gamingbolt.com/top-snes-games-of-all-time</link>
					<comments>https://gamingbolt.com/top-snes-games-of-all-time#comments</comments>
		
		<dc:creator><![CDATA[Rohan Philip]]></dc:creator>
		<pubDate>Sun, 24 Aug 2014 12:35:08 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Contra]]></category>
		<category><![CDATA[DOOM]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Super Nintendo]]></category>
		<category><![CDATA[Top SNES games of all time]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=203124</guid>

					<description><![CDATA[When gaming was simple.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;" data-mce-mark="1">A</span>h! The SNES days , remember the time when we didn&#8217;t have to worry about which game looks better, or which resolution the game was playing at? Those were simple days, days were we would just sit down and enjoy the game for what it was, and that&#8217;s what really made us gamers, and those times made us really appreciate gaming for what it really is: A work of art.</p>
<p>There have been many SNES games that have defined a generation of gamers and there is no ONE game that is the mother of all games, because each game listed here has been tactfully designed and woven to cater to the real gamer. To this game the SNES is Nintendo&#8217;s crowning glory. With that in mind here are some of the best SNES games that you will ever come across.</p>
<p>For more exciting features and lists, please click <a href="https://gamingbolt.com/category/feature">here</a>. Stay tuned to GamingBolt for more news and updates</p>
<p><em>Note: List is in random order</em></p>
<p><strong>Alien 3</strong></p>
<p><iframe loading="lazy" src="//www.youtube.com/embed/Slpmy8HI5-s" width="620" height="349" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<p>With Alien Isolation coming out soon, many fans are having mixed feeling about the game, with half of them saying it&#8217;s not great, and other half saying it&#8217;s awesome, but I guess we&#8217;ll wait and see what happens. However for those of you who are unaware, there was another Alien game in the early 90&#8217;s called Alien 3 which was based on the cult movie. Now the SNES was most probably the best playable version of Ellen Ripley&#8217;s quest for killing mass amounts of aliens.  The game stayed true to the film as the source material gave the game a very dark, frightening presentation that expertly evoked the eerie atmosphere of the films.</p>
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		<title>Top 10 Startling Speedruns In Video Games</title>
		<link>https://gamingbolt.com/top-10-startling-speedruns-in-video-games</link>
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		<dc:creator><![CDATA[Jake Demo]]></dc:creator>
		<pubDate>Fri, 30 Aug 2013 14:09:04 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Contra]]></category>
		<category><![CDATA[demon souls]]></category>
		<category><![CDATA[devil may cry 4]]></category>
		<category><![CDATA[Half Life]]></category>
		<category><![CDATA[Mario]]></category>
		<category><![CDATA[Mario 64]]></category>
		<category><![CDATA[Mega Man]]></category>
		<category><![CDATA[Metal Gear Solid 3]]></category>
		<category><![CDATA[portal]]></category>
		<category><![CDATA[resident evil]]></category>
		<category><![CDATA[Speedrun]]></category>
		<category><![CDATA[top Speedruns In Video Games]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=170150</guid>

					<description><![CDATA[With a rainbow of choice for speedruns out there, you're sure to find what you like but these are some of best you will come across.]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p dir="ltr"><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">S</span>peedruns have been around forever. As long as there’s been games, there have been gamers who are constantly looking to outdo one another in seeing how quickly they can complete a speedrun.</p>
<p dir="ltr">Games like Sonic the Hedgehog Mario and Contra have always been some popular classic speedruns that many of us at the very least attempted when we were younger. There are some great new games too that people have began to try and beat faster and faster. Some games have even started to include achievements on based on how quickly a player can complete a mission, level and obviously even the entire game. Let’s take a look at some really great speedruns, from classics we’ve grown up on to new titles that people have played so much that they can seemingly complete these titles in their sleep as they strive to get the perfect run for speedy perfection.</p>
<p><strong>1.Mario 64 Speedrun:</strong></p>
<p><iframe loading="lazy" src="//www.youtube.com/embed/DTzs9bcNgMQ?rel=0" height="349" width="620" allowfullscreen="" frameborder="0"></iframe></p>
<p>There are quite a few of these out there actually and apparently more than one way to do it. Some gamers try to collect as many of the stars in the game as they can when completing this speedrun. Other’s seem to completely ignore the stars and just power through the game as quickly as they possibly can. The amount of time it takes to do these different runs is pretty drastic.</p>
<p>If they collect no stars it looks like it can be done in under six minutes, if they decide to get the stars it takes decidedly longer; as in well over an hour. The fastest run that exists as far as we know is the run made by Mitjitsu, a gamer who was able to beat Mario 64 in five minutes and 47 seconds. I think this game took me months of frustration and just random exploration to beat, but for this particular gamer it took less time than it takes to cook a frozen pizza.</p>
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