Hey gamers! Are you looking to boost your credits in Contra: Operation Galuga’s Arcade Mode? Look no further! This guide has all the tips and tricks you need to earn up to 45000 credits per hour. Keep reading to maximize your credits in just one run.
Introduction
Overview of credit sources
- Killing enemies (your score gets converted to credits)
- Starting a stage
- Collecting a weapon
- Upgrading a weapon to level 2
- Using an overload
- Gaining an extra life
- Killing the final boss
At the end of the game, your credits will be multiplied if:
- You finished several stages in a row
- You played in 1-Hit Kill mode
Multipliers
If you play on 1-Hit Kill mode, you will receive a “danger bonus”, which means all your bonus credits will get multiplied by 2.
You can receive both multipliers at the same time, meaning the best you can achieve is x16.
Killing enemies
Starting stages
Collecting/upgrading weapons
This only applies to new weapon drops, so when you drop your old weapon by collecting a new one, you can’t abuse this system by collecting the dropped weapons over and over again.
If you are using the Auto-Levelup perk, you will receive 5 points for EVERY weapon you collect, making this perk by far the best option to maximize credits.
If you collect the same weapon you already got on level 2 and already got a weapon in your second slot, you will only get 1 credit for collecting the weapon again – this is also true when using the Auto-Levelup perk, so when using this perk, make sure you never carry the same weapon twice. This way, you can always collect a new weapon.
Also make sure to have an eye on your bonus pod meter. This meter fills by killing enemies and by using overloads. Every time the meter is full, you want to call the pod as soon as possible. Every enemy you kill and every overload you use while the meter is full are wasted and might lead to one less bonus pod per stage. The bonus pod meter does NOT carry over to the next stage.
Using overloads
Also make sure not to waste weapons by collecting the same weapon twice – not only will you receive only 1 credit for the weapon (as explained above), you will also miss out on one overload.
The same is true for level 2 upgrades IF you’re playing with Auto-Levelup and Healh Meter. If you get hit and lose your weapon upgrade, overload the weapon before you collect the same weapon again, as the new weapon will just upgrade your current weapon. You need to do this because when playing with Auto-Levelup, overloading a level 2 weapon will consume the entire weapon, while without the perk, overloading would only downgrade your weapon to level 1.
Remember that every time you die and lose a weapon, that’s one overload you’re missing out on, so if you tend to die a lot, it might be worth using the Weapon Retention perk.
Finally, every overload you use fills your bonus pod meter by a large chunk, which means when overloading every weapon you get you will also receive many bonus pods, which in turn translates to more credits for weapon pickups and overloads.
Gaining extra lives
Killing the final boss
Optimal setup
As explained above, Konami Code can be very helpful with surviving until the end and also gives a few extra credits just for taking the perk. If you play on easy with 9 lives, Konami Code is worth 672 extra credits.
Mercy Pod basically turns each of your lives into another 10 credits. This might sound like a huge bonus, but is actually worth less than Konami Code. When playing the way I described in this guide, you will fill your bonus pod meter very quickly, which means every time Mercy Pod triggers, you waste the amount of your pod meter you have already collected, which reduces the overall value of Mercy Pod. If you can manage to finish the game without losing a single life and then blow all your lives for Mercy Pod just before the end (or do the same thing at the beginning of the game), this would net you the full value of the perk. If you play on easy with 9 lives and receive 8 extra lives during your run, that’s 554 credits with multipliers – meaning even under optimal conditions, it provides less credits than Konami Code.
As both of the Konami Code and Mercy Pod perks don’t really contribute THAT much of a bonus, you might also consider just taking whatever perk helps you best to complete or maybe just speed up your run.
Another point to consider is whether you want to run 1-Hit Kill mode. The x2 multiplier on the credits is obviously gigantic, but if you can’t make it to the end of the game consistently, it might be more efficient for you to do two runs with Health Meter instead. If you got one failed run and one completed run in 1-Hit Kill mode, that’s still better than two Health Meter runs, but if you fail two 1-Hit Kill runs in a row, that’s the point at which Health Meter runs become more efficient.
And that wraps up our share on Contra: Operation Galuga: Maximizing Credits in Arcade Mode. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Kezo, who deserves all the credit. Happy gaming!