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Super Contra (Japan)

 
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Arcade
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Super Contra (Japan)

| 1988
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Developer: Konami
Controls/Input Device: Control(joy8way), Buttons(2)
Number of Players: 2
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SoundMix: Mono
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Mameinfo.dat entry:
0.37b10 [Yochizo]


WIP:

- 0.147u2: hap fixed clone Omega Fighter Special. The game fails to boot or finish post. After showing bad rom errors, the game resets.

- 0.147u1: Fixed maincpu rom loading.

- 0.122u7: Fixed gfx1/2/3/4/5 rom loading.

- 0.89u3: Changed Z80 CPU2 clock speed to 5MHz.

- 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special.

- 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver.

- 8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid.

- 25th April 1999: Dumped Omega Fighter Special.


LEVELS: 8 (restarts once)


Other Emulators:

* FB Alpha

* JFF

* Raine


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Final Star Force

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Romset: 2016 kb / 8 files / 457.8 zip


Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
History.dat entry:
Super Contra - Alien no Gyakushuu (c) 1988 Konami.

The sequel to "Contra" - released a year earlier - is set in the year 2634 and begins with the disturbing news that the alien invaders from the first game - a race known as the Red Falcon - have renewed their attack on Earth and have infiltrated military bases and possessed most of the federation forces troops.

The heroes of the first games - Bill Rizer and Lance Bean - are once again called upon to defend the Earth and defeat the alien invaders.

Super Contra plays identically to its predecessor, with the usual mix of run-and-gun gameplay. The main difference is that the into-the-screen stages of the original Contra have been replaced with overhead stages. In addition, power-up icons are now represented as the actual weapons wielded by the characters, instead of the traditional letter-based falcon icons and players can now upgrade their weapon by picking it up twice in a row.

Another new gameplay addition is that players can now control the height of their jump; holding the joystick up and pressing the jump button allows for a higher jump; likewise the player can perform low jumps by holding down-right or down-left while pressing the jump button.

The available weapons are as follows:

* Machine Gun - Fires bullets at auto-fire. The upgraded version increases the firing rate to a near-ridiculous speed.

* Bomb Launcher - Fires bombs that spread fire when they hit their target. The upgraded version causes bigger explosions.

* Laser Rifle - Fires a powerful laser beam once per shot. The upgraded version fires a larger beam.

* Spread Shot - Fires a three-way shot. Increases to a five-way spread after the upgrade.

* Mega Shell - Available only in the top-view stages. After picking it up, players can launch it by pressing the jump button and kill all on-screen enemies.

Super Contra's five stages are:

* Area 1 - Outer Base (side-view) - A military base overrun by possessed soldiers. Bosses include a manned tank and a possessed helicopter. At the end of the level, players must destroy a core protected by a pair of snipers and a grenade thrower to gain entrance to the next area.

* Area 2 - Inner Base (top-view) - A tank hanger filled with manned tanks and cannons, in addition to enemy soldiers. The end-of-level boss is the Hyper Electric Magnetic Tank Magnus, which is manned by three gunners.

* Area 3 - Jungle (side-view) - Enemies come from trees as players progress through the level. The heroes will sometimes have to cross a lake, and players can duck into it to avoid enemy fire. Towards the end of the level, the heroes are faced with alien eggs that produce facehugger-like creatures (the same ones featured in the original game). The end-of-level boss is an alien shrine with a skull.

* Area 4 - 1st Alien Lair (side-view) - This takes place inside an alien nest. The enemies are now xenomorph-like creatures and mutant mouths that shoot alien spawns. The sub-boss is an alien hovercraft composed of skulls, while the end-of-level boss is a flying alien.

* Area 5 - 2nd Alien Lair (top-view) - The final stage, filled with mouths emerging from the ground, flying heads and spider-like creatures. The final boss is Gaver, a giant alien head with snake-like arms.

- TECHNICAL -

Game ID : GX775

Main CPU : Konami (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2
=> Fire, Jump

- TRIVIA -

Super Contra was released in January 1988 in Japan

The subtitle of this game, Alien no Gyakushuu, translates from Japanese as 'Alien's Counterattack'.

Export releases:
"Super Contra [Model GX775]".

Note: The kanji on the title screen actually reads 'Kon To Ra', meaning 'Soul Big Dipper Gauze'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself.

King Records released a limited-edition soundtrack album for this game (Music From Super Contra & Ajax - K30X-7702) on March 21, 1988.

- SERIES -

1. Contra (1987)
2. Super Contra - Alien no Gyakushuu (1988)
3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)
4. Contra - Hard Cops (1994, Sega Mega Drive)
5. Contra - Legacy of War (1996, Sony PlayStation)
6. C: The Contra Adventure (1998, Sony PlayStation)
7. Shin Contra (2002, Sony PlayStation 2)
8. Neo Contra (2004, Sony PlayStation 2)
9. Contra - Dual Spirits (2008, Nintendo DS)

- STAFF -

Written & Directed By : Hideyuki Tsujimoto (H. Tsujimoto)
Assistant Director : K. Wada
Associate To Directors : S. Fujiwara, T. Koudo
Production Sound Mixer : Yousuke Uno
Music Editors : Kazuki Muraoka, Motoaki Furukawa
Art Director : Kengo Nakamura
Set Director : N. Sugita
Titles : H. Takatani, N. Ishii
Makeup Supervisor : M. Moriyama
Conceptual Artist : T. Jinbo
Electronics Designer : K. Hashima
Publicity Supervisor : F. Shibuya
Still Photographer : J. Tanaka
Translator : K. Hayashi
Produced By : Koji Hiroshita

- PORTS -

* Consoles :
Nintendo Famicom [JP] (February 2, 1990) [Model KDS-UE]
Microsoft XBOX 360 [XBLA] [JP] (July 25, 2007) "Xbox Live Arcade"
Nintendo Wii [Virtual Console] [JP] (February 12, 2008) Famicom version
Nintendo DS [JP] (March 13, 2008) "Contra: Dual Spirits [Model NTR-P-YCTJ (RY079-J1]"
Nintendo DS [JP] (March 12, 2009) "Contra: Dual Spirits [Konami the Best] [Model NTR-P-YCTJ (RY079-J2)]"

NOTE: The game is featured as unlockable bonus content on the Nintendo DS.

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2709&o=2


Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00000000 40AB 00000001 FFFFFFFF Always Bomb in level 2 & 5
60000000 0000 00000000 00000000
00000000 40A0 00000064 FFFFFFFF Infinite Lives PL1
00000000 4A1B 00000003 FFFFFFFF Invincibility PL1 To be used when you blink
62000000 0000 00000000 00000000 Select Weapon PL1
00010000 4A30 00000000 FFFFFFFF Normal
00010000 4A30 00000001 FFFFFFFF Laser
00010000 4A30 00000002 FFFFFFFF Rocket
00010000 4A30 00000003 FFFFFFFF 3-Way
00010000 4A30 00000004 FFFFFFFF Grenade
00010000 4A30 00000082 FFFFFFFF Good
60000000 0000 00000000 00000000
00000000 40B0 00000064 FFFFFFFF Infinite Lives PL2
00000000 4B1B 00000003 FFFFFFFF Invincibility PL2 To be used when you blink
62000000 0000 00000000 00000000 Select Weapon PL2
00010000 4B30 00000000 FFFFFFFF Normal
00010000 4B30 00000001 FFFFFFFF Laser
00010000 4B30 00000002 FFFFFFFF Rocket
00010000 4B30 00000003 FFFFFFFF 3-Way
00010000 4B30 00000004 FFFFFFFF Grenade
00010000 4B30 00000082 FFFFFFFF Good
60000000 0000 00000000 00000000
00000020 461A 000000A0 FFFFFFFF Sound Test Timer Stop [PL2 Start]Next Code

Credit Pugsy's MAME Cheat file
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