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LittleBig Contra - A collaboration of 7 creators

Archive: 80 posts


http://i42.tinypic.com/op8f1j.jpg

LittleBig Contra is a collaborative project aimed at delivering the definitive Contra experience to LittleBigPlanet. It included members of NeoGAF and a few members of these forums..and ahem..some soon to be new members. Our goal was to recreate each of the 8 stages of Contra from the NES using the tools available to us in the LittleBigPlanet level editor. We all just released these levels and hope to satisfy Contra fans everywhere!

YouTube - LittleBig Contra: GAF collab preview

Jungle: PSN - @Leonidas2123
YouTube - LittleBig Contra: Stage 1 - Jungle by Leonidas2123 720p HD
Base 1: PSN - @SaitoHalifax
YouTube - LittleBig Contra: Stage 2 - Base 1 by SaitoHalifax 720p HD
Waterfall: PSN - @RyanardoDavinci
YouTube - LittleBig Contra: Stage 3 - Waterfall by RyanardoDavinci 720p HD
Base 2: PSN - @SaitoHalifax
YouTube - LittleBig Contra: Stage 4 - Base 2 by SaitoHalifax 720p HD
Snowfield: PSN - @NinjaMicWZ
YouTube - LittleBig Contra: Stage 5 - Snowfield by NinjaMicWZ
Energy Zone: PSN - @El_Beefo
YouTube - LittleBig Contra: Stage 6 - Energy Zone by El_Beefo
Hangar: PSN - @Jaeyden
YouTube - LittleBig Contra: Stage 7 - Hangar by Jaeyden 720p HD
Alien's Lair: PSN - @gevurah22
YouTube - LittleBig Contra: Stage 8 - Alien's Lair by gevurah22 720p HD Aced

Whether you are a Contra fan or not check em out when you get a chance. They can be very tricky levels and will most likely require a replay on your first few tries but just like the originals it's all about timing.

I can't speak for donkeyshow or NinjaMicWZ but I'd gladly do 4 F4F's for my stage LittleBig Contra: Stage 7 - Hangar. Hope you all can find some nostalgia in this.
2009-02-27 04:55:00

Author:
Jaeyden
Posts: 564


Wow that looks wicked. Will try these later.
Nice touch with the fading from NES to LBP versions.
2009-02-27 08:53:00

Author:
bindibaji
Posts: 119


That's amazing, great memories just watching that.. the boss fights were awesome, too - great job!

I'll play when I get chance, although guessing I need the MGS4 pack - or does that not matter?
2009-02-27 09:38:00

Author:
Renvalka
Posts: 16


No need for the MGS pack, but I'm surprised that anyone doesn't have that expansion. Well worth the money.2009-02-27 10:17:00

Author:
Jaeyden
Posts: 564


These levels are simply awesome, and I've only just finished Waterfall.
A lot of levels and authors are getting 5 stars and two hearts from me.

The custom sound bytes in the first stage really hooked me, I was humming the respective level themes while playing lol.

Just a thought though, why are there two Contra - Waterfall levels under RyanardoDavinci's PSN? Does it matter which one we play?
2009-02-27 11:29:00

Author:
Gilgamesh
Posts: 2536


Probably doesn't matter in terms of the experience. We all republished our beta levels today, so your probably seeing his beta (which he should have locked) and also the newly published one.2009-02-27 11:44:00

Author:
Jaeyden
Posts: 564


Wow. The video looks incredible. Will definitely be checking this out.2009-02-27 12:27:00

Author:
wexfordian
Posts: 1904


Amazing work guys. I hope those levels will see some great success in the community because they deserve it.


.
2009-02-27 16:29:00

Author:
RangerZero
Posts: 3901


Man, well done. It looks like you've all pulled off an amazing recreation of Contra. I will definitely be giving it go soon!2009-02-27 21:15:00

Author:
mrsupercomputer
Posts: 1335


well this just made it all worth it.

http://twitter.com/rexbox/status/1259067583
2009-02-27 22:39:00

Author:
Jaeyden
Posts: 564


Ha ha, awesome stuff! I like the way that they tried to make it look more 2D by using camera zones.2009-02-27 22:58:00

Author:
olit123
Posts: 1341


Man powerful stuff indeed. I cant wait to play these levels man. I really hope we see more collabo projects like this in the future.2009-02-27 23:11:00

Author:
tyboogie
Posts: 96


Yeah, well the next biggest collaboration project in my opinion will be LordCanti07's RPG. https://lbpcentral.lbp-hub.com/index.php?t=t=80622009-02-27 23:15:00

Author:
olit123
Posts: 1341


Up Up down down left right left right B A start... yay!!!2009-02-27 23:21:00

Author:
Madafaku
Posts: 738


What's the word I'm looking for... oh, yeah. WOW!2009-02-27 23:27:00

Author:
leadheavy52
Posts: 26


EVERY lbp forum I have went to just now has this posted in their threads. You guys created a monster here...2009-02-27 23:31:00

Author:
tyboogie
Posts: 96


Hey thats awesome that you managed to collaborate and get something like this finished. I will certainly check these out. I never played contra, maybe this will help fill that void lol2009-02-28 01:40:00

Author:
Hexagohn
Posts: 335


This makes me wish I was older than 14... Looks absoulutly amazing. Too bad we don't have custom soundtracks. Somebody should do a complete walkthrough of these on Youtube. Will play when my PS3 gets back from repairs.2009-02-28 01:45:00

Author:
dkjestrup
Posts: 672


This makes me wish I was older than 14... Looks absoulutly amazing. Too bad we don't have custom soundtracks. Somebody should do a complete walkthrough of these on Youtube. Will play when my PS3 gets back from repairs.

Ahh, repairs. It seems like us younger PS3 owners are the ones having the most trouble with them. I had to send mine in for repairs twice. BTW Kudos for typing coherently at 14. You do our generation proud =) I think a walk through would be awesome. Especially if they are really difficult. Although I have always been more of a do it myself guy.
2009-02-28 01:55:00

Author:
Hexagohn
Posts: 335


Can anyone else access the final stage? All I see on gevurah22's page is a locked level and his three other levels. 2009-02-28 02:00:00

Author:
Gilgamesh
Posts: 2536


Congratulations Gilgamesh... I saw you cutting a swathe through these levels while I was editing stuff. You're the first person that isn't on the creation team to beat my level lol it ain't as hard as it seems huh? Despite nobody beating it yet, it still has amassed plays quicker, and has a better heart ratio than any other level I've ever published.

Dunno what's up with donkey show's level... he should at least have a beta version up and running. We had to get this out there at least the night before Killzone 2 came out, so hopefully he finishes by the weekend. It only took a few days to make the lev, since I got picked up late into the dev cycle... but all of us spent the last few weeks bouncing off new ideas, adding little details, implementing and playtesting. Leonidas really did alot of work to keep us all on the same track.
2009-02-28 02:31:00

Author:
Unknown User


I just read up some more from the GAf thread and wow...just wow. Your work has actually made people purchase this game. Actual people went out and bought LBP because of the youtube video. You guys got mentions at ps3fanboy, kotaku and n4g (ign coming soon most likely). This is epic, awesome and all around nuts. As cheesy as this sounds right now, i'm proud of you guys, forreal2009-02-28 02:35:00

Author:
tyboogie
Posts: 96


Ahh, repairs. It seems like us younger PS3 owners are the ones having the most trouble with them. I had to send mine in for repairs twice. BTW Kudos for typing coherently at 14. You do our generation proud =) I think a walk through would be awesome. Especially if they are really difficult. Although I have always been more of a do it myself guy.

Thanks. It annoys me the losers at my age that smoke, drink and text all night

One of the main reasons for my wording being understandable at 14 is I'm lazy. Shouldn't it be the opposite? Oh, wait, I cannot EVER be bothered to put my cell on charge. (Except when I have to, obviously)

Anyway, what I meant by a walkthrough of these Contra levels is just so I can see the levels, as my PS3 won't be back untill (most likely) Monday week.

Shame you cannot import music in LBP. That Trailer was so epic. The only thing that looked dodgy was the death animation (don't eat me )

The visuals were nice, and the camera zones do a good job of making it look 2D. I would commend you on the overall level design and style, but I guess 90% of it comes from the game. Doesn't mean it isn't awesome though. This is all just from watching the trailer, for the 3rd time. Could you PLEASE try to get a vid up! I would be most grateful
2009-02-28 03:16:00

Author:
dkjestrup
Posts: 672


The trailer was awesome, reminded me of the bionic commando trailer.

These levels look amazing, I will play them whenever I get the chance(in June).
2009-02-28 04:31:00

Author:
Walter-Kovacs
Posts: 542


I have had a chance to play through most of these and there is some really great stuff that brought back a lot of good memories. Here are my thoughts on my favorites from the bunch:

Jungle - I really enjoyed this. The single layer dark wood with the leaf decoration in the background looked fantastic. The helicopter with the checkpoint up above was really slick and unexpected. I played this before it was complete and that was not in place lol. The water was nice and I appreciated that it was in motion. The entire construction of the level was very true to the origianl and I really appreciated that. The boss was outstanding and it's second form took me by surprise. Was that in the original? I can no longer remember 5 stars and hearted.

Snowfield: Really great level that was probably the most challenging of the bunch. I loved the color filter used on this, the background was the best choice and the daytime level was great too. The exploding things were nicely implemented (how did you hide the explosives? Can you shrink them that small?) and required careful navigation in order to preserve those precious lives. The tractors were the highlight for me, for both nostalgic reasons and becuase they just looked so incredible. Ninja has such an eye for detail and his custom objects are in a league of their own. The boss... made me want to tear me hair out lol. I replayed the level 5x before I was able to clear it but I can now boast that I have the number 1 score so it was all worth it. The orange plasma as the elevator descended was a nice touch. 5 stars and hearted.

Hangar - This was probably my favorite of the bunch, the production values are simply outstanding. I have to start with the background. The way VR was implemented to create a retro-futuristic backdrop (excuse the oxymoron) is beyon impressive. You could have left it at that but you also put a truckload of LED's blinking in the background (what is there like 50?) and the effect is truly special. The turrets you have are probably the best looking I have seen in LBP. The use of the bone decoration was great and little details like smoke pumping out of the pipes was just the icing on the cake. Those walls of spikes brought back memories and really made me smile. The explosion effect you created is second to none. The boss was inspiring and I appreciated the complexity. 5 stars and hearted.


Really great work guys, you deserve a lot of praise for doing the NES classic justice.
2009-02-28 14:38:00

Author:
OCK
Posts: 1536


Ok, I just played the Jungle level and it's really hard :'(. But really good I can get to the second stage of the boss but I can't get past it!2009-02-28 16:06:00

Author:
olit123
Posts: 1341


I played part 1 this morning and it was amazing. I am going to go through them in order since I never played Contra. I will tell you when I play yours.2009-02-28 18:18:00

Author:
Hexagohn
Posts: 335


YBMQhKK3Ctk

Full Contra speed run, for anyone wanting to get familiar with the source material.

Thanks alot, OCK. If the original custom content zealot says I do some good work, then all I can I do is humbly agree lol

I'm not really sure which level is my favorite... me and Gilgamesh played through all of them yesterday, and it felt so much like Contra - like me and him were 7 years old and killin' a Sunday afternoon on the best co-op classic of all time heh. I think Jungle is the most faithful recreation (possibly the best boss), Energy Zone is the most trying, the bases are the most fun, Waterfall is the best for co-op, and Hanger is the most adrenaline pumping. Just IMO of course, and mine is easy as cake to me lol

Leonidas has reached over 15,000 plays in less than 3 days. Almost all of us are on cool pages 1 to 6, and even though only 6 people have beaten Snowfield it's almost at 1000 plays, and 200 hearts (beats me... must be hearting to save it for later and retrying ALOT). About 40 different websites pop up on google with talk of Little Big Contra, and promotion with the video. spanish-only sites, and even sites that have nothing to do with games are discussing it on their forums. Even with Killzone 2 out, it's still doing better than any of us had ever imagined it would.

It'd be an understatement if I said I was glad I participated in this
2009-02-28 18:38:00

Author:
Unknown User


Its getting pretty big now!

I came 1st on one level, second on another and I cant remember any others...

I have only played 1-5 at the moment though. :/
2009-02-28 18:40:00

Author:
moleynator
Posts: 2914


wow that was amazing I didn't even notice the transition from the original to the LBP one until I saw the ribbons on the sack persons head in the second scene.2009-02-28 19:06:00

Author:
nagrom_17
Posts: 120


Thanks OCK, I spent soo much time trying to make sure all my explosions were good. It's tough to get the timing down on exploding objects with brains. But I feel like I got the right amount of "POP" that I was looking for. It's funny..for all the plays I'm getting I've yet to get any feedback or constructive criticism from anyone. I'm really interested to know whether the average player considers the Hangar too hard or too easy.2009-02-28 20:16:00

Author:
Jaeyden
Posts: 564


Please post a video walkthrough of your levels!! Its the most I can have until my PS3 gets fixed (some timing huh?)2009-02-28 21:09:00

Author:
dkjestrup
Posts: 672


Will do as soon as I can. Don't want to spoil too much at this point though, as it seems that our sneek peak trailer is doing exactly what it was supposed to. 2009-02-28 21:29:00

Author:
Jaeyden
Posts: 564


Will do as soon as I can. Don't want to spoil too much at this point though, as it seems that our sneek peak trailer is doing exactly what it was supposed to.

Oh, the trailer is awesome. WHY DID MY PS3 HAVE TO BREAK!!!

lol. I like the simplistic look, if you get my drift. Simple shapes, fast pace etc. I wish more levels were platforming based. I realised this after my last level. Clever puzzles are all and well, but the general player base will have a hard time with them. And a top platforming level with a teeny bit of puzzling > a top puzzling level with a teeny bit of platforming. Mainly because the level flows and you have a sense of progression.

All of which I'm sure you know, *I'm not worthy* lol.
2009-02-28 21:33:00

Author:
dkjestrup
Posts: 672


So nobody's managed to beat them all other than Gilgamesh? lol2009-03-02 01:26:00

Author:
Unknown User


Me and a friend tried the first level together... that didn't go too well. Very uncoordinated and messing around lol. Level looked amazing though. I managed to beat the Waterfall today, but not Base 1. Base 1 is kinda buggy at the "behind the back" shooting sequence, so things don't always go smoothly. Sometimes the level just stops progressing, but I think I figured out that I have to push up to make things move? I thought it would go automatically.

And don't hold X while youre in there, I couldn't really tell too much, but I think I got out of whatever was keeping me in the controls of that guy, but i could see myself walking along the bottom. I got out before pressing circle too, so yeah. I don't know if the creator of Base 1 visits LBC, but those are some things to think about

Otherwise, I loved'm. I plan on trying my ****edest to get through all of them tomorrow if I have the time. Tell whoever made the Waterfall that I loved the look of the boss, but was sad that it only had 2 attack patterns
2009-03-02 03:56:00

Author:
superezekiel
Posts: 120


Alrighty, the final stage "Alien's Lair" is up. It's on the coast of Florida so... go go go!!!

I'll do a proper ending later, but what I have now should suffice. Good luck and attack aggressively!
2009-03-02 06:33:00

Author:
gevurah22
Posts: 1476


This was a great project and I have no doubt all the creators will get a serious bump in popularity from this.

If this project hasn't already been featured on major gaming sites or in print.. it will be

I think doing things like this just go to show the power of LBP and the strength of the LBP community.. this is also a great way to get more people interested in LBP, the more creators the better.
2009-03-02 06:35:00

Author:
Snowspot
Posts: 265


Wow ! This is the best project i ve seen in lbp
I m glad to see this project come true
2009-03-02 09:56:00

Author:
Stik
Posts: 15


Ok, so I havent even managed to beat the Jungle yet lol that last boss is sick. But I really love it and I am sure I will love the others. I went played contra on my comp for the first time and I have to say it is almost a perfect match. Everything plays almost the same and where it's not the same I prefer it in LBP. Really great job and I cant wait to beat them all.2009-03-02 13:45:00

Author:
Hexagohn
Posts: 335


I have to admit that it looks absolutely awesome, but i'm not a fan of recreating something, from another game or movie :/

But it did seriously pwn with everything... REALLY AWESOME
2009-03-02 15:53:00

Author:
Yarbone
Posts: 3036


So nobody's managed to beat them all other than Gilgamesh? lol

Heh, I'm king of the hill.

Now to go finish that final level, finally.
2009-03-02 15:59:00

Author:
Gilgamesh
Posts: 2536


I have to admit that it looks absolutely awesome, but i'm not a fan of recreating something, from another game or movie :/

But it did seriously pwn with everything... REALLY AWESOME

I see where you are coming from, normally I wouldn't want to either but in this case they did it so well and it turned out so perfectly. I have a lot more fun plaything these then the original. (please dont hurt me contra fans)
2009-03-02 16:03:00

Author:
Hexagohn
Posts: 335


I see where you are coming from, normally I wouldn't want to either but in this case they did it so well and it turned out so perfectly. I have a lot more fun plaything these then the original. (please dont hurt me contra fans)

Yeah it's indeed really awesome :hero:
2009-03-02 16:05:00

Author:
Yarbone
Posts: 3036


It's really not as tough as the original Contra. The simple fact is, Contra gave you 3 lives... for the WHOLE GAME. You could earn a couple of extra lives while playing (or cheating ), but in general you had to avoid dying at all times. Bosses and bases were specially tricky for this.

I ran into a few problems with the bases while playing with Ninja, something about the 2-player mode just doesn't work right. I had no problem when I did it on my own though.
2009-03-02 16:49:00

Author:
Gilgamesh
Posts: 2536


No need for the MGS pack, but I'm surprised that anyone doesn't have that expansion. Well worth the money.

Canadians without credit cards cannot get the MGS pack (and we are the largest country on the planet). Pre-paid online cards are not legal here
2009-03-02 16:51:00

Author:
mindphaser74
Posts: 349


It's really not as tough as the original Contra. The simple fact is, Contra gave you 3 lives... for the WHOLE GAME. You could earn a couple of extra lives while playing (or cheating ), but in general you had to avoid dying at all times. Bosses and bases were specially tricky for this.

I ran into a few problems with the bases while playing with Ninja, something about the 2-player mode just doesn't work right. I had no problem when I did it on my own though.

Maybe they should make a hardcore version with just 1 life on each level? It would be pretty easy to add.
2009-03-02 17:15:00

Author:
Hexagohn
Posts: 335


Ok, just got back from playing a number of these. Played the first one, NinjaMicWZ's, and Donkey Show's. (Jaeyden - your next).

Absolutely phenominal on all the ones I've played so far. Ninja - yours kicked my butt and I need to go back into it.

Donkey Show - LOVED it, and I'm not saying to change anything - but it was definately the easiest of the ones I've played so far. But wow! Beautiful!
2009-03-03 01:00:00

Author:
CCubbage
Posts: 4430


Donkey Show - LOVED it, and I'm not saying to change anything - but it was definately the easiest of the ones I've played so far. But wow! Beautiful!

Haha thanks. The funny thing is that if you play the original one, the last stage is pretty **** easy in comparison to all the other levels as well. The hardest part about that stage was figuring out the aesthetic because if I tried to go by the simple block format, it wouldn't have looked as "gross." But I'm glad you liked it man. Ever since I got promoted to upper management at work, this really put a clamp down on finishing this in time. But hey, as long as y'all can enjoy it without much frustration, I'm good to go. =)

I would have added a longer part in the end, but since enemy brains take up so much of the freaking thermo it's impossible to complete what I had originally intended. There's still more tweaking to do, but I think I'm okay with what's there... and the difficulty atm. Kinda goes against my tag though, huh? LOL.
2009-03-03 02:23:00

Author:
gevurah22
Posts: 1476


It's ok.... you made up for it in your other games. It all balances out! I think the last time I was playing 2 player in Azure Palace I broke out in a sweat... (I was sitting here writing up some quick notes on Ninja's level when I saw your message pop in. I don't just sit here waiting for replies to my messages.... heh)


Ok, Ninja - I sat down and played yours for a while. Fantastic! I felt virtually everything in it was well done.

However.... and I certainly could be wrong here - it's been a while since I've played Contra.

There are a couple of areas I think could be tuned:

1. There was many times when I was dropped back into the action, only to be immediately killed. I'm not sure exactly how fixing this would be handled while dropping in from above.
2. The boss at the end - it seems to me it could be toned down some. Not necessarily because it was too hard, but you're taxing my PS3 to a point where the lag makes it difficult to figure out what's happening. And once again, if I die I drop into all those little robot-things running around but their skipping frames. Or you can talk Sony into dropping another few processors into the PS3.
3. I don't know if you meant to do this (I sure enjoyed it), but those big vehicle robots that would come on the screen and try to shoot you and run you over - I was able to shoot them before they started moving simply by firing before they were on the screen.

But... very enjoyable!
2009-03-03 02:26:00

Author:
CCubbage
Posts: 4430


I have never ever had any slowdown problems with the UFO boss and framerate dropping, even when playing with 4 people, and I have a terrible connection... it's not a False Idols I situation. I don't know what happened, but you must be in a severe lag pocket when you get there.2009-03-03 02:56:00

Author:
Unknown User


Me and a friend tried the first level together... that didn't go too well. Very uncoordinated and messing around lol. Level looked amazing though. I managed to beat the Waterfall today, but not Base 1. Base 1 is kinda buggy at the "behind the back" shooting sequence, so things don't always go smoothly. Sometimes the level just stops progressing, but I think I figured out that I have to push up to make things move? I thought it would go automatically.

And don't hold X while youre in there, I couldn't really tell too much, but I think I got out of whatever was keeping me in the controls of that guy, but i could see myself walking along the bottom. I got out before pressing circle too, so yeah. I don't know if the creator of Base 1 visits LBC, but those are some things to think about

Here's the creator of the quasi-buggy Base levels in the flesh... or is that sack?

Anyway, I've been trying to fix the bugs of the level as I've been getting feedback. There 'should' be no more issues with walls not dropping in properly. It's been tough to get LBP to do something it wasn't designed for. It would be much easier if I didn't need to make it 2-player. The Gradius level worked better because of its single-player nature (and a ****ed good designer).

I appreciate your patience and feedback.
2009-03-03 03:04:00

Author:
Orz
Posts: 4


Yeah, I dunno. I could never think of a proper solution for timing the explosives in the event of death. I could maybe hook the sensor switches that activate the bombs to a piston box that slows the activation... but timing it so they still activate on foot at the right time is impossible. Only hope is try and fall between the explosives into the same safe spot you'd use when on foot. As always, if I eventually think of a good work around, it will be implemented.

The UFO boss has a cheap exploit too... but that one for the trucks is no bueno. The timing on the sensor switch has to be just right to allow a run under, but I will put a dissolve slab that prevents off-screen fire until the sensor switch is activated. Thanks.

I have never ever had any slowdown problems with the UFO boss and framerate dropping, even when playing with 4 people, and I have a terrible connection... it's not a False Idols I situation. I don't know what happened, but you must be in a severe lag pocket when you get there.
It's very possible I'm wrong... I'll give it another few trys. I may just need some practice. I was just having a hard time judging the little guys.... it SEEMED like lag, but since I was playing by myself it wouldn't be network lag.
2009-03-03 03:05:00

Author:
CCubbage
Posts: 4430


I added an invisible dissolve plank that doesn't dissolve until the player activates the truck's movement. By then he will be unable to sneak out of range too easily, and even if returning by air will fall in range of the sensor radius that activates the turret and the movement.

AND... I developed a solution for the explosive death loop. Before, it seemed like only I was able to manage weaving into safe spots, but now a brief explanation of the solution which I think is pretty cool

I put a sensor switch on the moving spawnpoint. It's set to directional and inverted with a decent sized radius... not set to require all to allow it freedom to activate even when the other player(s) spawn a little slower.

This sensor switch is attached to a stiff, 0 minimum length piston sitting on a dark matter block that is holding the sensor switches which activate the explosives. When on foot and approaching, they are always full extended and activate at the correct time for the "surprise" ambush to still be in tact. However, if the player dies and then respawns, the sensor switch on the moving spawnpoint activates the piston and lowers it so that it will not fully extend until the player is safely on the ground again, or at least close to it. When the player lands, they are out of range of the spawnpoint sensor, the piston extends, and moves the sensor switch that activates the explosives back up to where it can then be activated by the player's presence.

It allows for a bit more freedom and time to react in the absence of the 3 second vulnerability that Contra used to give.

Pretty simple solution, and just one of the many things I had to devise for this level - like the invisible hit boxes on the truck spikes, and around the UFO boss (and it's minions) to allow for proper hit detection. I know all of us designed our moving checkpoints differently to allow them to keep up with the player. Mine is all about inverted rockets, lightweight materials, and and a sensor radius that allows it to propel itself back into "brain" range if the player leaves it too far behind.

Necessity is the mother of invention... the mother of invention is having an affair with LBP, and that's why it's such a pimpin' game.
2009-03-03 03:35:00

Author:
Unknown User


Hey, just finished the final level, so here's my final thoughts on the whole series.

People might think that remaking a level based on a game is taking the lazy way out and for some reason takes less work than making an original level. I can safely say that there are tricks used in these levels and inventions that only great LBP creators could have come up with and make work. I'm thoroughly impressed and have learned a great deal just by trying to figure out how the various creators managed to achieve the effects they wanted.

The creators have also gone out of their way not to just recreate the levels "block-for-block" but to actually add unforeseen twists and their own style to the look and design. They've managed to make the levels challenging and at times frustrating, and yet I couldn't help myself but ask for seconds. The levels might have a few kinks here and there, but I don't know of any level as complex as these that doesn't.

Great job guys. Coordinating this project with 7 people cannot have been easy and somehow you've pulled it off.
2009-03-03 11:47:00

Author:
Gilgamesh
Posts: 2536


Ok, Ninja - I went back and played yours again - this time I made it through!!

Wow - I think you truly captured the essense of Contra here. Even though your graphics are far beyond the original Contra series, I really got that old-school gaming feeling. Especially the way the soldiers have that snappy "blow up" when you hit them thing going. And dodging between those sticks that fly up in the air, land, and explode added a major feeling of dread.

The final boss was absolutely beautifal! Although it was a little hard to pay too much attention to detail while your running all over the place screaming.

At this point I only have 1 minor quibble that happened that MAY be able to be fixed:

On a section where one of the explosive sticks was flying up in the air - when I respawned I went RIGHT into the stick and blew up. Not a big deal - but just so you know it can happen.

Great work!
2009-03-03 12:00:00

Author:
CCubbage
Posts: 4430


Hey, just finished the final level, so here's my final thoughts on the whole series.

People might think that remaking a level based on a game is taking the lazy way out and for some reason takes less work than making an original level. I can safely say that there are tricks used in these levels and inventions that only great LBP creators could have come up with and make work. I'm thoroughly impressed and have learned a great deal just by trying to figure out how the various creators managed to achieve the effects they wanted.

The creators have also gone out of their way not to just recreate the levels "block-for-block" but to actually add unforeseen twists and their own style to the look and design. They've managed to make the levels challenging and at times frustrating, and yet I couldn't help myself but ask for seconds. The levels might have a few kinks here and there, but I don't know of any level as complex as these that doesn't.

Great job guys. Coordinating this project with 7 people cannot have been easy and somehow you've pulled it off.

Thanks for saying that, man. As much positives as this has gotten, there has still always been a few critics quick to use that excuse. It was by no means easy to make Contra work on LBP, and every level was full of unique challenges and limitations that required different parameters and designs for their respective creators - some had way more enemies and couldn't use brains, or multiple bosses on the therm, some had to be done in completely unorthodox game styles, some had go vertical instead of horizontal, some had to have hundreds of emitters, some had to have multi stage bosses, some had to have therm heavy water/background carving or open sky preventing any hiding etc etc

Not being able to deviate from the rules and formula of the original source material without compromise means there is no easy way out when something is difficult to make. In a normal level, free of all limitations and regulations, you can meet a hurdle and think "I can never get this to work", change it, do something different and no one will ever be the wiser. With this, any roadblock we hit HAD to be overcome and it forced all of us to come up with new ideas and techniques to make whatever you see in Contra available in some form in our levels...

I see the rare comment on diff sites where someone says something along the lines of "Copying something else isn't creative. Can't these guys come up with their own original ideas?" - if they only knew


Ok, Ninja - I went back and played yours again - this time I made it through!!

Wow - I think you truly captured the essense of Contra here. Even though your graphics are far beyond the original Contra series, I really got that old-school gaming feeling. Especially the way the soldiers have that snappy "blow up" when you hit them thing going. And dodging between those sticks that fly up in the air, land, and explode added a major feeling of dread.

The final boss was absolutely beautifal! Although it was a little hard to pay too much attention to detail while your running all over the place screaming.

At this point I only have 1 minor quibble that happened that MAY be able to be fixed:

On a section where one of the explosive sticks was flying up in the air - when I respawned I went RIGHT into the stick and blew up. Not a big deal - but just so you know it can happen.

Great work!

Thanks, man. I'll keep tweaking the granade sections... I might just need to lengthen that piston, change it's speed settings/add a pause, or increase the radius of the sensor switch that activates them. I'm sure it's the middle section of volley grenades that's most prone to death as it's terrain is the highest point in the level and is closer to the moving spawnpoint than any other spot.

Hopefully you got to see the outro sequence after the boss dies... pro tip, just stay in one spot, shooting up and alternating planes when between UFO's and picking them off, or jumping up when they come towards you. You can even just camp if you get your shots in the right spots to intercept UFO's as they fall while still shooting the boss, and just keep track of what plane you're on at all times.

The intro screen on my level has a photo of the boss above the logo - I'm pretty proud of how detailed it looks, as it almost looks like I sketched it by hand or snapped the shot from concept art in an instruction manual
2009-03-03 12:32:00

Author:
Unknown User


I see the rare comment on diff sites where someone says something along the lines of "Copying something else isn't creative. Can't these guys come up with their own original ideas?" - if they only knew

I took these levels on specifically for the challenge of trying to recreate something LBP isn't designed to do. I was actually partway through making a 'third person' style of gameplay when word of this project came along, and it seemed like a good fit. I've been crushing bugs for the past few days, and I'm sure there's more yet to eliminate....

Anyway, Ninja, Leonidas has been trying to get in touch with you and geruvah. It seems 1UP wants all our email addresses to do a feature on us. Either that, or it's a Konami plant out to assassinate us all...
2009-03-04 00:03:00

Author:
Orz
Posts: 4


Ok, just got done with Jaeyden's.

Once again, fantastic! One thing I really liked about this one is the careful way you drop the player back into the game when he dies. I THINK I noticed that you had material that would kind of "steer" you to a decent place.

One thing, as I've been playing through these, that I've noticed is how, even though they are part of the same series and are emulating the Contra levels, they seem to truly reflect the personality of the authors. I've played a number of Jaeyden's, NinjaMicWZ's, and Donkey Shows levels and I there is DEFINATELY gameplay styles that fit your other levels.

This level was incredibly polished visually, and I was able to think my way through it instead of run and gun.

The final boss was really interesting. This is where things got a little messy for me. Had to actually restart the level and play through again to finish.

Here is the best I can recall about what happened:

Got up to the boss. Shot the 2 things that shot up in the air.
Shot the left platform that then shot up in the air.
Shot the RIGHT platform - it started to shoot up and got caught on the thing going left and right. Now, with this platform thing caught on the thing going back and forth it made it difficult to shoot the sections of the boss.
For a while I ran back and forth, getting in shots as best I could.
First I finished off the target straight forward. Then I finished off the target above to the left.
Now, before I could finish off the third target.... the boss backed up to it's original position and just sat there. I couldn't shoot the third target. I couldn't tell whether it was supposed to do this, so I ran around shooting things for a few minutes.

Finally, I restarted and this time it worked properly.

Anyway, it was worth going through it again! Great stuff!

Ok, Jaeyden - I would love it you took a look at Splat Invaders II. You don't have to do a write up or anything... I just like to know people are giving it a play now and again.
2009-03-04 04:09:00

Author:
CCubbage
Posts: 4430


I think you guys did a really good job with this as a whole. I did have some serious lag problems with stage 2, but other than that, everything was really good. Loved the waterfall stage's boss. Brings back some good memories of that game.2009-03-04 14:44:00

Author:
xkappax
Posts: 2569


Yo, Jaeyden or Orz, who's CLShortFuse on youtube? Is that Teknoman, or someone Leonidas knows?

http://www.youtube.com/user/CLShortFuse

They've got high-quality videos of all our levels... it's not the same sackboy from Tek's trailer. It looks to be a really skilled sackgirl in a school girl outfit with one eye.

o2uWeMZgs6E

Whoever's playing my level rocks and plays it almost exactly like I do... that's proof right there that it doesn't lag and that the deaths are not cheap. You can avoid everything, you just have to jump and shoot, and learn what you're walking into as if you were actually playing Contra - ex: "oh, I remember this part... I better be careful"

I saw a review somewhere that said my level was plagued with slowdown and specified that it wasn't internet lag, but good old fashioned game lag. If someone wants to see the different between game lag and net lag, try False Idols I by myself, Fantasy Forest by Nattura, or Quezacotl Rising by Boogaloo. Wonderful levels btw
2009-03-04 22:23:00

Author:
Unknown User


I think I was the one who mentioned the lag.... but I went back and played it and it didn't happen again the next time I played it - so I'm not totally sure it was an issue with your level - something may have been caching in the PS3. Or it may have been explosions happening when I was dropping back into the game after being killed. Regardless, when I went back and attempted the level again I made it through that entire section without dying so I'd like to take that "lag" remark back, thank you. (I just try to report what I see)2009-03-04 23:34:00

Author:
CCubbage
Posts: 4430


No, not yours... I read it in a review of all the levels somewhere else. My level was TRASHED in that review because of lag. I actually sent them a personal correction along with this video, and haven't been able to find the review page now lol2009-03-04 23:38:00

Author:
Unknown User


Yeah, I'm gonna update the OP with all those videos Ninja.2009-03-04 23:43:00

Author:
Jaeyden
Posts: 564


Keep in mind, however - if you watch the video during the moments when sackboy is jumping in the air during the boss fight - there IS a little lag. The sackboy clearly jumps slower than when very little is happening on the screen. Does it prevent proper gameplay? No. Does it prevent the area from being a fair fight? Absolutely not. Is it WORTH a little lag to have a gaming moment that is not easily forgotten? ABSOLUTELY!!!!!! Is it POSSIBLE that someone could blame their own shortcomings as a player on it? Sure - especially if it's their first experience with the level.

By the way, I guy I work with (not part of this forum nor does he own a PS3 - he was at a friends house) came in this morning and said "wow! have you seen this series???". Told me this was his favorite part of the whole series (he's a REALLY hardcore gamer).... so, no worries!
2009-03-05 00:19:00

Author:
CCubbage
Posts: 4430


Right on, Jaeyden... I wouldda done it if it was my OP, so cool. I wonder if that's someone making a new video cut though? They have a bunch of Contra related stuff in their "other videos" including the speed run for the original and our video. They're either a super Contra fan, a big fan of this series, are doing something with it.

btw, tell teknoman I said thanks for me. We'd have gotten nowhere without his help, and his awesome work.

Yeah ccub, jumping around the water area lags a little because of all the wave points. I was worried about my level early on, because the lighting caused my screen to tear a few times, until I lowered the LED's, and added the spotlight effects... Leonidas told me he never had any problems with it, and I figured it was just a prob with my old TV since he's gaming on a real set up. Mine's probably most prone to lag because the info has to be loaded in, but if it was a complexity issue that I could ascertain myself and find a solution for I would.

Thanks for tellin' me about that though... my little cousin in CO was telling me that he was talking to the manager of his local Gamecrazy (he's 13, that's where he hangs alot) about this and said the manager was like "oh yeah, I heard about those actually. I'll have to go check it out" - that was crazy lol
2009-03-05 01:04:00

Author:
Unknown User


Check it out Jaeyden... we got a small mention on the ListenUp podcast... it's the former EGM editor crew's spiritual successor to podcasts like 1UpYours and whatnot.

http://www.podtrac.com/pts/redirect.mp3?http://podcast.the1upnetwork.com/flat/1UPYours/LUP030609.mp3

It's around the 50 minute mark where he says we convinced him to go out and finally pick up LBP!

Sorry for the double post, but that was the coolest news I've had since it got put on IGN and Gamepro.
2009-03-07 00:21:00

Author:
Unknown User


Dude that's so awesome! I read a lot of threads last week and the comments about people finally getting the game because of us...those are the best.2009-03-07 01:05:00

Author:
Jaeyden
Posts: 564


Congrats guys, you deserve it 2009-03-07 01:11:00

Author:
OCK
Posts: 1536


Yo, Jaeyden or Orz, who's CLShortFuse on youtube? Is that Teknoman, or someone Leonidas knows?

I'd not seen those before. Great quality. Teknoman is Temjin99 on Youtube, so it's not the same person. Very good quality, also very painful to see some of the bugs in the Base levels I've gotten rid of since they were made...

Oh, and Ninja, since LBP is being a pain, I can't reply to your message. I took a picture of your miniboss to make a sticker initially, but my level is completely black. Attempting to illuminate the sticker just made it look absolutely awful on any surface. I just made a rough recreation of it to slide out at the end of Base 2.
2009-03-07 21:30:00

Author:
Orz
Posts: 4


Dude that's so awesome! I read a lot of threads last week and the comments about people finally getting the game because of us...those are the best.

Like Ninja said, Teknoman's trailer has a lot to do with the reception we've been getting. I've told him so myself. That includes the Vomitron music playing through it. I agree that those sorts of responses are very flattering. I know this project made me get Contra 4 for my DS! It's great, and I am terrible at it...
2009-03-07 22:05:00

Author:
Orz
Posts: 4


Well done on getting spotlighted guys. This is a great series of levels. 2009-03-09 10:50:00

Author:
wexfordian
Posts: 1904


Yo! Level one had a Vid up on X-play! But I think that they got the creator name wrong.2009-03-13 01:19:00

Author:
DRT99
Posts: 431


Well, it's X-Play, they have flub up SOMETHING. 2009-03-13 01:59:00

Author:
superezekiel
Posts: 120


iknow, but it's wrong to give credit to those that don't deserve it, and I wanted to point out that it got X-played.2009-03-13 02:06:00

Author:
DRT99
Posts: 431


I know I'm a bit late to posting in this thread, but I have to say, I think all of these levels areAMAZING!!!!!! I had lots of fun with these levels, and there very challenging, but that's a good thing! The challenge is what keeps making you come for more. It's a great recreation of a NES classic (although I haven't actually played the original game, only seen a few pics/vids on them). Congrats on getting a place in the spotlight!2009-03-13 18:40:00

Author:
lk9988
Posts: 1077


Looks like we're still "raising some eyebrows".....

1 up article. Check it out - Konami and MM commented. Basically shutdowns any of those naysayers that said our levels would be modded.

http://www.1up.com/do/feature?pager.offset=0&cId=3173346
2009-03-21 20:13:00

Author:
Jaeyden
Posts: 564


Great article! And also made me feel pretty good - I beat all of them pretty quickly. I've always been a pretty hardcore gamer, and it's nice to see some excellent REAL gaming levels getting attention. Everytime I personally try to add a true gaming area with a challenge I feel like my hand gets slapped.

Thanks for paving the way!
2009-03-21 21:12:00

Author:
CCubbage
Posts: 4430


Just saw the article on 1up and this is amazing! Maybe they'll make a Contra pack now

I'm soooo jealous I'm not up to snuff to be apart of this, and it'll be **** hard for any other project in LBP to get as much attention as this, but congrats to every single author who contributed to the project. It's amazing, it's fun, and best of all, it's hardcore.

Go ahead and mark this time in your lives as "something hella cool".
2009-03-22 02:30:00

Author:
superezekiel
Posts: 120


I enjoyed the level...

Only downside from my perspective is that it has a TON going on visually...
2009-04-07 21:42:00

Author:
dobi6
Posts: 359


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