*********************************************************
-----------Contra: Comparison of Various Ports-----------
*********************************************************
Contra for the Arcade system is a side-scroller, released in 1987 and 1988 by
Konami. This guide is meant to compare and contrast the various ports and
versions of the original Contra game. Beware: this guide is chock full of
spoilers.
This guide is copyright © 2008 Jimmy Vignesvarren (gearratio). I do not give
anyone permission to use this guide for any commercial purpose. This is not
permitted to be used on any other site, but Gamefaqs. Please don't take this
FAQ and use it for commercial purposes or credit yourselves for creating it. I
worked really hard to make it.
Original FAQ finished: July 1, 2007
Gearratio (Jimmy Vignesvarren)
Current version: 4.00: June 4, 2008
If you have any questions or comments, just send me an email. You could also
post on the boards, as I may be there at some infrequent occasions.
Email: seriousimportantmanager@yahoo.ca
Only send me email if you have questions, comments, found mistakes or have more
information that could be added. I will not accept any flame and will not
reply to some negative feedback (with some exceptions).
All games, game names, company names, publisher names, developer names, etc.
are registered trademarks of their respective owners.
************************************
----------Version History-----------
************************************
Very first version: 1.00: April 21, 2007
Every port of Contra I know so far is included and most have information.
1.20: April 25, 2007
Added some extra information and spiced up the MSX2 levels 14-18.
1.40: April 26, 2007
Fixed some mistakes, cleaned up some parts, polished some sections and added
even more information. Wow, these updates are frequent. We are making progress!
Well, that's about to change as time goes by. It may get slower since exams are
on the way. Still: after that, this guide will speed up and be done a lot
quicker. Have a good day.
1.60: April 30, 2007
Added even more information and cleaned things up. Feel very sad right now.
Once I solve a problem or two, I'll resume work on this.
1.80: June 27, 2007
Major update: Got some update rolling. I added info on all the TI graphing
calculator games. Enjoy. I'll be back... with updates...
2.00: June 28, 2007
Just finished all Contra information sections. Yes! Now, it's onto the Extras,
then the finish! I hope you like it so far...
2.20: July 01, 2007 A.K.A. Canada Day!
Decided to remove the enemy analysis since all enemies are mentioned
throughout the meat of the FAQ. Did some final spelling/grammar sweeping up.
This is the first completed version of the FAQ. Yahoo!
2.40: July 02, 2007
Changed some minor detail worth noting. Nothing too big, sorry!
2.60: July 03, 2007
Don't you just hate spelling and grammar fixing?
2.80: July 04, 2007 Independence Day!
Just fixed out some outdated information on the DS version. It is already
released! I didn't change that part because, at the time of writing that
section, the Konami Classics Arcade Hits wasn't out. It is fixed, now. I also
added some extra info I forgot to add... since April! As most know, Contra 4 is
coming to DS! Happy Independence Day!
3.00: July 9, 2007
Fixed a pesky grammar error and added a small new section.
3.20: July 12, 2007
Fixed something that caught my eye. How could I miss that??? Anyway, I may get
a Nintendo DS soon, so yay! More Contra games!
3.40: July 18, 2007
Added a new section to the Extras tab, included more flash versions, fixed more
crap and I bought a Nintendo DS! What other game to buy for it than....Konami
Classics Series: Arcade Hits! I played it and still have some stuff to explore
and figure out. So far, so good. I also gave more information for the final
level/section of the ZX Spectrum port, as well as an additional demo version,
apart from the preview.
3.60: August 16, 2007
Well, it's been a very long time since the last update. Let's just say that the
vacation as well as over-fatigue from work got the better of me. I cleaned up a
spelling mistake, clarified a FAQ question and added to the answers.
3.80: August 21, 2007
Minor fix, as well as adding something little to the credits section. I just
found and purchased an old demo of the Amstrad CPC Gryzor. Check out more info
at the CPC Gryzor section, where I also discovered multiplayer. I'm getting the
feeling of not getting back to this in a while, especially with school coming
closer by the second. Soon, it's back to prison and doing 10 more months of
time. Hopefully, they'd cut me a break so I can get back to this to add/edit
some more, assuming I got the energy. Have a nice life.
4.00: June 4, 2008
Found an incomplete Gryzor clone made by Odiesoft. It is very ambitious, almost
would have went far like the XContra. Included a section in the Extras about
"Life Contra". Wrote about another flash version: The Last Fight. I also added
a section on my opinions of each of the Contra games I own. Fixed up LOTS more
mistakes and filled some gaps, as well as patched things up. Added several
minor details in some ports. I also wrote my word on all the homebrews and
similar games. I bought Contra 4 on the DS, which wound up having SEVERAL extra
features, including the NES Contra. No longer able to help people find some
games. Some new games acquired, including a weird GBA PD Contra series of
demos. Updated the credits section. Got SEVERAL cell phone Contra games. Well,
I'm back and the weight is off. Though I am feeling tired, it's time to touch
back on this. Let the FAQ's development continue!!!
************************************
---------Table of Contents----------
************************************
---------Guide----------
1) Basic Layout of the guide
2) Comparing the Various Contra Versions
A) Arcade
A1) Arcade+
A2) Playchoice 10+
B) NES/Famicom+
C) IBM PC Compatibles
C1) Contra+
C2) Gryzor-
D) Microsoft Windows+
E) Cell Phone
E1) J2ME Variants+- (includes Sprint Nextel)
E2) RIM Variants-
E3) BREW Variants-
E4) Windows Mobile Variants+
E5) Danger Variants-
E6) Konami Online-
F) MSX2+
G) Amstrad CPC+
H) Commodore 64/128
H1) Contra+
H2) Gryzor+
I) Sinclair ZX Spectrum+
J) Xbox 360 Live Arcade-
K) Sony Playstation 2-
L) Nintendo DS
L1) Konami Classics Series: Arcade Hits+
L2) Contra 4 Package+
3) Miscellaneous
A) Flash, Java, Online, etc. Versions+-
B) Regional Differences
C) Meaning Behind Contra
D) Probotector+
E) Wai Wai World 2: SOS!! Paseri Jou J+
4) Poorly known Ports/Versions
A) Commodore Amiga
A1) Contra-
A2) Gryzor-
B) Sega Gamegear-
C) LCD Electronics-
D) Gameking I/II/GM-222
D1) Soldier-
D2) Might-
E) Famiclone+-
F) Nintendo Gameboy Advance
F1) NES-Like Port+
F2) Contra SP+
G) Arcade-
H) TI Graphic Calculator!
H1) TI-83+: Contra 83++
H2) TI-83: Contra 83+
H3) TI-85: Contra 85, Demo Scroller & Commando+
H4) TI-89: Contra 89+
I) Amstrad CPC
I1) XContra+
I2) Gryzor Clone+
J) Tandy Color Computer 3+
K) Gamestar-
L) PSP Game Player-
M) Tandy 1000+
--------Extras--------
5) Life Contra+
6) Contra Fighter+
7) Final Mission+
8) Journey to Silius+
9) Contra Appearances
10) Homebrews
11) FAQ (Frequently Asked Questions)
12) My 2 Cents
--Finish--
13) Credits
************************************
---------------Guide----------------
************************************
+++++++++++++++++++++++++
1) Basic Layout of the Guide
+++++++++++++++++++++++++
I am trying to make this guide as clean, neat and readable as possible. My
layout should be simple and straight-forward if you read this legend. Every
game's section is placed like this:
"Paragraph"
"Points"
Paragraph: I will write an introductory paragraph which will have some basic
and extra information about that game. This will be like an introduction in
order to make it simpler.
Points: This is where the big, meaty chunk of information will be placed.
Sometimes, if there isn't enough information, the introductory paragraph may be
bigger than this. The content of this section will be in a special point form.
Each key fact/point will be followed by a paragraph that goes more into detail.
Note: Since the Arcade version is the very original, there isn't a "points"
section. No, no, I'm not being lazy; it's only that this would require WAY too
much detail. Gameplay section will usually be the biggest part.
Sometimes, there will be an extra paragraph in certain places, and this is to
make the ideas much more clear. If I didn't mention something in a port that
I mentioned in another, for example: no timer in the base levels of NES, it
means that that part has not been changed and doesn't need a mention.
+++++++++++++++++++++++++++++++++++++
2) Comparing the Various Contra Versions
+++++++++++++++++++++++++++++++++++++
Oh boy. This is going to be big!
WARNING: SPOILERS BE CRAWLING AND INFESTING THIS HERE GUIDE! DON'T READ ON IF
YOU DON'T WANT TO BE SPOILED!
======
A) Arcade
======
The common characteristic on all the arcade versions of Contra games was that
they always came first. This one came first before the NES version. Super
Contra on arcade was released before the Nintendo version. Contra 3, believe it
or not, was released on an arcade system (The Nintendo Super System) before
being put onto the SNES. Interesting stuff...
------
A1) Arcade
------
Contra was first released as an arcade game in Japan in 1987. In very little
time, it became a very big hit. The original version of Contra in Japan was
written in Japan. If you were to translate that Kanji text, it would spell
Kontora. This is actually a link of three different words: battle spirit cloth.
When pronouncing Kontora, it is pronounced like Contra. And that's one of the
reasons of the US version being named Contra. Anyway, this is the very first
version of Contra ever made. Most people who only played the NES version will
be confused if they played the XBox 360 version. But they should remember that
it actually came from the original arcade version. A clever trick that the game
had was that if a player had way too much lives, the game would get harder.
As a side note, there is one enemy in the Jungle, the one who jumps out of the
water, he doesn't appear in any port except the DS and 360 versions, possibly
even the Verizon cell phone version. The Amstrad CPC and Commodore 64 ports are
the only other games where the player jumps down a hole in the first level's
building after destroying a path into it. This Contra game has a level layout
different from all ports except the DS, XBox 360, Playstation and online
"Konami Live!" ones. The first level comprises of the Jungle, Base 1 and its
boss area. The second level is comprised of the Waterfall level and Base 2,
along with its boss. The final level is the long stretch of stage that you go
through, consisting of Snow Field, Energy Zone, Hangar and Alien Lair. This one
is also the only one where the B powerup only appears when you have your normal
gun. This, the DS, XBox 360, Konami Live, Playstation 2 and Cell Phone versions
are the only ones so far where the Laser and Machine Gun pickups have gun
sprites, while the rest are Falcons. When the game detects that you either have
an unusually high amount of lives or points and progressed very little, these 4
indestructible discs will surround and quickly close in on you, costing a life.
These versions are also the only ones where the player can shoot at some more
sharply varying angles, rather than just the 8 magnetic ones. The high-score
screen has a unique tune only in arcade, Xbox 360, DS and Konami live ports.
After losing all lives, a big "continue?" appears with a count-down from 10.
Insert the coin(S) and continue (unless you put many in the first place).
-------------
A2) Playchoice 10
-------------
The Playchoice 10 version was just the NES Contra being played on an Arcade
machine. People played this just to get a taste of what the game will be like
on the NES. Check out my info the NES version below to know all about it. I saw
the only difference that there is a few small windows above the screen. One
shows how much time you have left before the game session is over/need to
insert another coin. The other screen asks to insert a coin. A different window
appears before the game starts, which asks you to choose your PC 10 and press
enter. At the very top of the screen, a green box instructs the player what to
do, the game's storyline and the controls, which are operated via a joystick,
rather than a D-pad. The game's dip switches include options like service mode
and how long the timer should be (which I don't use freeplay). With the timer
I usually make a few bucks on the side when my friends come over.
===========
B) NES/Famicom
===========
Most players actually believed that the NES port of Contra was the first port
of the Arcade game ever made. But after coming across an extremely rare fact,
I found out that a DOS version of Contra was the first port. As most hardcore
Contra fans know, the NES version is significantly different than its arcade
original. The title screen moves from right to the center of the screen and
then plays a music. You have a one or two-player option.
-Gameplay
Yes, gameplay is the most common element in all games to change when ports are
made. Now, the game appears to be somewhat easier. This can be due to the
lesser enemies that come onto the screen. Another thing that makes this game
easier is the classic Konami code, which gives the player 30 lives. The
screen has been stretched horizontally, and this makes seeing ahead easier.
Every level has been changed lengthwise and in certain other ways like layout.
Now, the player is given a few continues if the game is over, whereas the
arcade version, you can continue if you put more coins in. In the original
version of Contra, levels five to eight are linked together. So when the boss
of level five is dead, you proceed into a new environment/setting which is
actually a new area. In the NES version, these four levels are separate.
Another noticeable change is that the placement and design of these last
levels were changed when ported to NES. From what I've experienced, there is
more than three difficulties in the arcade version, all of which can be
changed if you go into a hidden options menu. But the home console version
actually has an increasing difficulty, which is done as you get through more
playthroughs. Both versions include the multiplayer feature. Some bosses are
actually weaker in the arcade version, but that doesn't ease the difficulty.
The laser weapon functions differently. Upon game over and continuing, you do
start where you left off, but rather at the start of the current level. Now for
for the levels themselves:
Level 1: Jungle
The stage has been increased in length slightly and the exploding bridge does
not harm you. Weapon placements were changed slightly and it now has pits
which you can fall to your death. Layout of the level was modified and it's
lacking detail. There are fewer variants of enemies here. In the original,
when you damage the main target heavily, it'll set off an alarm. Here, as soon
as the building is within the screen, an alarm goes off. You can duck in the
water to take protection. One section that hints at the level's greater length
is that there are 2 destroying bridges.
Level 2: Base 1
The second level is quite different in the NES version. The most noticeable
change is that you're not being timed here. Just like the other levels, this
one has been lengthened. After destroying the wall, you don't have to run
and head left/right; just keep running straight into the dark passage ahead
and you're at the next screen. No map (no point for it either).
Level 3: Waterfall
Change in layout and design. You have to climb some more upwards here, too.
Most elements are present, except for the boss. In the original one, the boss
is just a still building with several turrets blocking the actual targets. The
target is located on a model of two heads together. Also, enemies would come
from both sides of you. In the NES version, it is a creepy-looking creature
which has destructible arms that flail fire-rings at you. The head, which
spits three rings at you, is the main target. Shoot into its mouth when it
opens. The fire on the ground that you must evade this time is two fire blazes.
There is also a B powerup in this stage, along with other powerup placements.
Overall, like all other levels, things are differently placed.
Level 4: Base 2
The fourth level, like the first one, was also lengthened and is a bit tough.
The wall's weak-spot barriers are no longer boxes; instead, they are square
shields that wrap around the target, but can also be destroyed. The concept
is just like the second level here. This base shares the original one's
quality in that it is longer than the first base. Boss appearance is quite
similar here; the very bottom blinking light was removed, so there are only 3
lights and a turret above them. The base part has no time limit.
Level 5: Snowfield
As mentioned before, this level isn't the final one as the original one was
split into different levels; this being the first one. Compared to the arcade
snowfield, this one is quite longer with death pits. Also, the bosses were
given different placements. In this version, the tanks aren't serial and there
is no armored troop. The spaceship seen early in the level is actually the
boss. After destroying the first tank, you must walk a bit before the next one
comes in. This level is where you get to use the exclusive falcon bomb that
eliminates any enemies on-screen. The ship now has the ability to be invisible
and move to another part of the screen. After it's destroyed, you enter this
now-open doorway of a "cabin" and proceed to the next level.
Level 6: Energy Zone
Somewhat accurate to the original, except with death pits added. Still, the
level is quite modified in layout and longer. The end boss is the armored troop
and the only one in the game. Not that hard to destroy with the spread gun.
After destroying him, a doorway opens up to the right of the screen which
takes you to the seventh level. The troop's attack which is a projectile that
floats in the air was removed here; now, he just launches the ground-based one.
Level 7: Hangar
Also modified as it's much longer. There is now this spiked, impaling wall that
randomly springs up through the ground which is clever. Unlike the arcade
version, this level has a boss, which is a simple wall with a door and the
weak spot right above it being a cross. Enemies run at you from the door unless
you destroy the grenade-launching turrets below where you stand. This level
also has death pits. Upon confronting the boss, the alarm from the first level
goes off.
Level 8: Alien's Lair
A very nice-looking level this one is. Almost identical to the arcade version
with the only difference being that there are death pits and some platforms
very in height. The alien head sub-boss has a very high wall blocking you
from jumping over, unlike the arcade one having low pile of objects.
-Sound/Music
Most people agree that the NES version has the better sounding music. I,
personally agree with this. For some reason, the arcade version's music sounds
quieter and less attractive. But I prefer the sound effects used in the arcade
version. It sounded so amazing at my local arcade parlor. An interesting note
is that the hangar part of the arcade game doesn't play the jungle level
music. It still continues that of the Energy Zone. In the NES port, level six
music was cut down 1/2 of the way and repeats back from the beginning. The
slow-moving music that occurs when Red Falcon is dead is replaced by the
music that occurs when you finish any level.
-Graphics, other stuff
I agree as well with many people that the NES version has better graphics.
But you must also notice that the arcade one is much more detailed and you
can see the textures very clearly. Graphic-wise, everything was redone.
When starting up the Nintendo, the main menu screen moves horizontally from
the right to the middle of the TV. The end credits here include a message
from the Red Falcon, but only in the Japanese version. The congratulatory
message at the end and the credits are quite different. The images
of the staff aren't present in NES. Just about all animations were modified
from slightly to completely. The original character sprites have at least some
sort of clothing on top and bottom. Here, the player two graphic is simply a
color modification (from blue to brown) of the pants and they both bare-topped.
==================
C) IBM PC Compatibles
==================
There are actually two versions of Contra that were made for the DOS computer.
One was made by Konami and the other, by Ocean Software. Both of them are
extremely rare, beyond belief. But Ocean's game is much more rare among the
two. Onto the games now.
------
C1) Contra
------
This version was made by Konami and Banana Production (yeah I know, weird).
Similar to the arcade version, but several things here and there. Unless you
have a real DOS computer, this game will be very unfair. I personally think
this was something Ocean would make, not Konami since it is quite bad.
The introduction instructs you to destroy the main shining target at the end
of each level to proceed and stop Red Falcon. This is misleading since some
bosses can just be shot at. There is no ending feature, other than 1 screen of
credits. At the beginning, it shows the Konami and Banana's Production screen.
Afterwards, it shows the word Contra in the classical "C" Contra font, with
some sound effects doing increasing, then decreasing notes like a song. After
this screen, you must configure your controls and have one/two players. There
is also the choice of keyboard or joystick.
-Gameplay
Gameplay is very similar to the arcade original. I haven't come across the
laser gun in this game for some reason. The other weapons all have the same
color and are auto-fire, even the default gun. Plus they fire unevenly fast
and brings no use to the machine gun, yet it's still present in the game.
There is also this unique gun that replaces the Rapid fire which is with the
letter H. I don't know what it is, possibly Heat or Hardcore. It shoots fat
bullets that do moderate damage. When playing the game, you have a choice of
three difficulties: Easy, hard and insane. Playing easy mode starts you with
7 lives; hard, 5; insane, 3. Plus, each difficulty determines the amount of
enemies that attack on average. This time, the last level is split into 3
levels though. The levels, now. Stationary gun boxes require a bit of shooting
before giving up the gun. An interesting thing about the base levels is that
when proceeding to the next screen from the dead end, it doesn't matter where
you run to, you just have to press random directions. Most bosses have no
"destroyed/dead" animations; after you shoot them enough, the game moves to the
next level. The controls are customizable and diagonal shooting requires
separate single buttons, rather than holding up and right, for example. Sadly,
there are no continues. It seems that you don't gain lives at all; I may be
wrong. But if we can gain lives by scoring, we'd need a crapload of points
considering I didn't gain even 1 life from gaining high score. The enemies who
launch grenades while peeking out of the water (in the waterfall and jungle)
require more than 1 shot to kill. You can't shoot downwards while jumping in
the air. The B powerup makes you invincible, but three balls float and spin
around you to indicate that the powerup is still active. Once they are gone
(they all leave at the same time), the powerup runs out. These balls compensate
for the fact that this is a CGA game. I only came across multiplayer using
the same keyboard for keyboard controls and two separate joysticks for that
mode. The second player can't steal a life from the first player.
Level 1
Pretty accurate starting level. One thing that confused me was this lamp-like
object right behind the starting point which seems to have a root-tube. It is
funny that this is a rare port to include that lamp. The building's entrance
wall is smaller by a bit and that's about it. The exploding bridge doesn't
explode; to compensate for the explosions, the enemy that peeks out of the
water and launches a grenade (from the waterfall level) is under the bridge.
There are actually two under the bridge, and the grenade hits the bridge. The
sniper above the building never aims at you; instead, he shoots mindlessly at
the ground in a 45 degree angle. When in the water, it is like on land; you
run/move like on land. Hiding in the water isn't really hiding because you are
actually ducking (In the water, you are at the bottom of the screen and only
your head and arm are visible.) and enemies can still get you. Not only that,
you can jump while in the water.
Level 2
There is absolutely nothing different about this level from the original one.
I can't say much to this other than that one or two target placements were
moved a bit. You are given 2 minutes to get through the maze.
Level 3
You might need to either stock up on expendable lives or get good at this level
due to a slippery challenge. Of course, the level is same, but the bad control
will make you lose lives trying to jump from one platform to another.
Level 4
Somewhat similar to the original base 2 level, only difference is that there
are no barriers protecting some of the targets. The final boss may be a pain
in the butt to beat due to some glitchy movement. The two targets usually
divide into images and are invincible targets until they fuse again. Here, they
seem to fidget and move left and right really fast like having a seizure.
It is unpredictable when they may be hit. Not a killer problem though. Also, in
order for the split-images to appear, you just have to destroy the middle
blinking lights. You are given 2 minutes again to finish the tunnel part. A bug
I recently found here was that in the final screen before the boss, the main
target can't be destroyed, but destroying either gun turret clears the wall. I
actually thought I was destroying the main target until I observed closely. The
bullets that the splitting images shoot don't home at you and it doesn't aim
for you; it randomly goes in a diagonal pattern.
Level 5
Unlike most other ports, the DOS version is like the NES version for having
split levels. Pretty accurate to the original Snowfield and just about all is
present. The final two tanks are fought really close by to each other. Worth
to note is that the spaceship at the beginning of the level dies quite
differently. It only releases enemies and doesn't shoot downwards. It is very
low near the ground and doesn't move. To destroy it, first shoot its two sides
which release the troops and they will blow up. Next, just shoot the center
and it will be a frozen image in the background. The end boss is that big
armored troop, only here, he is as tall as you and he looks wide and buff.
This thing is different from the original troop and it is scary as hell.
Similarly, it shoots these bullets that move on the floor. The other attack
that it does is jump right at you at an incredible speed! No matter where it
is, it will get you when it jumps. It is not easy to avoid other than jumping
back. It will also retract far back the same way.
Level 6
The Energy Zone and Hangar levels are connected together instead of split.
Pretty straightforward with the elements all being there, like the fire-laser.
The end boss is that mean armored troop again. Just do your best and go to the
next level. After beating this boss, the game brings you directly to the
next part. Not much to say here, other than to be careful of the claws that
come down. Even though you can evade them, it is a bit tricky. One thing I
noticed silly in the background wall texture is the image of a powerup pod. It
is so big and nearly covers the screen's background. Sometimes, troops jump
from it! Yeah, very weird. A glitch I found in the Energy Zone part is with the
Armored Troop. Before confronting him, you must climb 3 stairs. I noticed that
if the stairs are still in the screen when you're fighting the boss, he keep
moving left towards the stairs. But the thing is, he doesn't lower down! It is
as if that part was never worked on, so he floats above the stairs, moving
continuously as if he's on ground. A similar problem is in the ZX Spectrum one.
Level 7
Ah, the seventh level. The alien head that you fight is so low to the ground
that it nearly touches the pile of debris on the ground. Not very hard, just
keep your distance and bomb it up. The final heart is quite different from
the original. The pods that spawn spiders are flat rectangles, and the top
right one can't be shot at. Even if the heart is weakened, it won't beat
faster. I hope you were real patient about beating this since you get no
congratulatory message or reward. :P
-Sound/Music
Compared to the NES version, the sounds are very lame. You can also change the
sound card you have, but this doesn't make it any better than NES or arcade.
Overall, it sounds irritating, but not much of a killer. Just about every
sound effect has been modified without recognition. There is absolutely no
music.
-Graphics, other stuff
Just like the sound, the graphics are terrible. Since this is a CGA-only game,
you can't get a better look. This game also has a very strong ZX Spectrum
feel to it due to the poor graphics, which use a limited palette. Controls
are straight-forward except that shooting up makes Bill kneel down. Ducking
keeps you in that position until you either jump, drop down or move forward.
You can't shoot downwards and the diagonal fire has a single button assigned to
each. Once you start running, you won't stop until you duck, die, aim up or
press the center-joystick button (which can be customized with a keyboard). I
began to notice that in some playthroughs, the color can be messed up. Usually,
the palette is with a small variety of colors like red, green, blue, orange,
black, etc. Other times, the base levels and final level seem to have plain
purple, white, black and light blue colors.
------
C2) Gryzor
------
I never actually played this game, myself. What I know is that Gryzor was an
EGA/VGA version of Konami's DOS Contra, made by Ocean. Despite this, I always
wanted to get my hands on it. Since it is improved in graphics, I'm sure more
has changed. Any more info on this would be greatly appreciated.
=================
D) Microsoft Windows
=================
Contra and Super C for Windows can be acquired by buying the Konami Collector's
Series: Castlevania and Contra. It is completely identical to the NES version.
You can basically say that the Windows version is emulation of the NES Contra.
Multiplayer can use some extra hardware (gamepad or external controller), a
separate keyboard or through the same keyboard. There are some new options that
were not available in the NES version. If you press F1, you have some options
like saving and loading (That is quite a big step for a Contra game), options
of sound/music and controller configuration, restart game, resume game and exit
the current game.
============
E) Cell Phone
============
Every Contra fan would love a nice, fun Contra game on their cell phone for
random pass-times. In order to acquire these games, you have to either purchase
them online or through your cell phone. The games are offered for a very wide
variety of phone models and companies. You will most likely have what they
need. There are a few made by Konami Mobile for USA and Japan and several made
by Chinese developers, like MIG.
-------------
E1) J2ME Variants
-------------
The Konami ports are the official versions for the cell phone. Level two's
first part and boss area are split and are considered different levels. The
first screen, press any key to start. Then you hear the Contra intro song (if
sound is on). There are various options, like play game, instructions, sound
on/off, about and exit. I only tried one J2ME variant of the game. This is what
I know...
-Gameplay
This game plays exactly like the Arcade version. I saw most weapons in this
game, so a good score for that. Levels retain the original length with the
exception of the second one. You only get three lives and you don't gain any
more than that. The one I have is so sucky (especially since it's running via
Java) in terms of speed and especially game length: this one only has up to the
boss section of Base 1!
Level 1
No difference in the level that I see at all. Just be careful not to go on the
bridge that breaks since there is no way of getting on it without dying, unless
you're very jumpy.
Level 2
The principle is the same, except you don't see the map on the left to show
where you're going and you're not timed on this. The player automatically
proceeds to the next screen, so it's good.
Level 3
I don't know why this was considered the third level since it is just the boss
area of the second level. I guess the limitations of the phone required this
next section to be separate. Anyway, this level is very easy if you have the
spread gun on you. The other guns will work, too, though. It will feel a bit
claustrophobic-like since the screen is so small and the targets are so close
together. Just fire away like mad and make sure to destroy the shooting ones
first. This is what they call a "last level"...
-Sound/Music
The music is excellent for a cell phone and it is exactly like the original
arcade one. I don't know why there are no sound effects and that sucks real
bad.
-Graphics, other stuff
I really liked the graphics in this game since it looked good for cell phone.
It is exactly like the Arcade version, though I think a bit sharper. Control
is very good since they give you the option to autofire, which gives good
rapid-fire. It isn't multiplayer, duh. After beating each level, a black screen
shows the loading bar of the next level.
---------------
E2) MIG: NES Contra
---------------
This game, made by a Chinese developer, is nothing more than an attempt to
recreate NES Contra from scratch. Of course, the end result is a game that
resembles the NES Contra almost as if it was ported by Konami. I gotta give you
a break, there, MIG. Anyway, there are some small differences, like that you
start with 10 lives and the weapon pickup graphics are slightly noticeably
different. Apart from that, the music is very nice and pays rather closer to
the arcade than the NES game. Autofire really helps things out and with the
spread gun, you should rock on. The ending sequence and credits were taken out
and you only see a very small portion of the helicopter leaving the island. Of
course, I bet it's because they were scared of copyright revelations...
-------------
E3) BREW Variants
-------------
Credit goes to Razorx3 for giving me some info on the version of Contra he
owns and plays. It is basically almost the same thing as the arcade original,
though this time, it is much more accurate than the Java games. Razor's Contra
had all levels except for the Hangar. However, Ed Oscuro had one that included
all 8 levels. However both games are really common in that the graphics, game
speed and resolution were a hell of a lot better than the one I played... One
common feature among these games, including mine, is that all the stages are
split up.
====
F) MSX2
====
The MSX2 version is quite rare, but is worth the find, in my opinion. Most
players don't really like it because it has bad graphics, and worse gameplay. I
don't think the same way and I like this port a lot. It was only created and
released in Japan, although people managed to get it translated. The title of
the game was misinterpreted many times. It was thought to first be Kontora, or
Contra, which is used mostly now. But when the translation was made, players
started calling it Gryzor. I think it is called Contra as well. In any case,
this one was a hard game indeed, and even more than the NES one. MSX2 version
was best known for its large amount of levels, most of them not in any other
version. Interesting also is that the name of the levels are changed, too. The
intro screen plays the intro music, with a message saying to press spacebar.
-Gameplay
This game plays very accurately to the original. Some tweaks have been made and
new stuff have been implemented. The player moves a bit slower and jumps are
variable according to how long you hold it down, making it very high. Shooting
speed is excellent and you can down the enemies quite easily here. The game is
noticeably harder here with so many levels added. Despite being a 15+ level
game, the additional levels are a bit repetitive. It's like the game was too
short with just 7 levels (the hangar level is not present) and the levels
themselves are a bit short. Not too much of a bad thing, though. But most of
the additional levels don't have a boss at the end; you just shoot a big,
strong target that's guarded by turrets and that's it. Unfortunately, there is
no spread gun, which may be a root cause of the game's hate. But it is replaced
by a goofy-looking gun called the 2-way gun which is the normal gun, but fires
in the back of you simultaneously. I guess it is okay. But after scanning the
game itself, I found some extra weapons that weren't anywhere in the levels.
One of them is a unique fireball gun which fires from your head and is stronger
than the regular fireball. I found a claymore gun considered the 4-fragment
gun. It shoots a regular bullet, but if it doesn't hit an enemy in a second,
it'll split into 8 bullets going in 8 even angles. If it hits a target, it is
3 times as strong as a normal bullet. Finally, there is the spread gun. This
one here is a bit lame since it's simply spraying normal bullets. Despite this,
shooting this at close range will cause all bullets to hit the target, dealing
massive damage. For the levels, some require you to destroy some components of
the boss before being able to damage the main target. If you destroy the main
target and some enemies/left-over targets are still on-screen, they get
destroyed and are still counted into your score. You also get an end-of-level
bonus. Rather than being a side-scroller, the screen shifts to the next bit of
level that you go to. The screen doesn't follow you, and this makes things
easier when playing the waterfall/freefall levels. It will be self-explanatory
as you go along. It is only 1 player. A nice life-conserving feature is that
there is no way to lose a life by falling off the vertical scrolling stages
since there are no pits to die. The life bar can be considered a special pack
of lives for each life. The lives themselves can be considered continues, but
you can gain more lives. Depending on how you were hit, the amount of energy
left can vary. This gives you the idea of, in any case where you know you are
about to die, contact with a lesser damage-causing enemy. Game over is game
over in this game. Though you only have 3 lives, you can gain more, but it is
requiring a lot of points. The very first screen of each base level is just one
where the player runs forward and goes to the next screen. For some reason, no
matter what weapon you have, you will always have the auto machine gun in the
base levels. You don't get to acquire any other weapons in the bases and dying
doesn't remove the gun (This includes the 2 extra base levels. The homicide
censor levels aren't affected, so you have your gun there.) I don't know why,
but the barrier powerup is not in this game. You only acquire new guns through
stationary pods, which shoot out the same looking gun. Upon pickup, you get the
choice of which gun to choose out of a few.
Level 1: Asphalt Jungle
The simple jungle level, except there is no collapsing bridge. You can pick up
a flying falcon by shooting it down and getting it, I think it gives you bonus
points at the end. Weapon capsules will give you the option of several weapons
sometimes. At the building entrance, you must destroy the gun turrets in order
to damage the main compartment. It is just a simple square that explodes. No
entrance is created by the destruction of the boss. There is no roof; in its
place is a doorway from which troops jump out of. Since the roof isn't visible,
that sniper is not present. You can jump while you're in the water, but not
hide in it.
Level 2: 1st Underpass
The straightforward base level and again, the screen doesn't follow you. After
destroying the targets, you must choose between going left or right, but
there's only one way you can go to. It is quite long and boring, but it is no
longer intense since there is no timer. There is also no map to show you the
way. The final target is a big, fat circle which you must aim right.
Interestingly, you now have the ability to shoot upwards to destroy the upper
targets. I noticed that the 3D levels all have the player sprite looking
sideways left and right when leaving screen, rather than forward. Since
pressing up aims up, the electric shock feature was removed.
Level 3: Homicide Censor No. 1
Surprisingly, the boss part of level 2 is a separate level in the MSX2
version. Now, there are eight targets for you to destroy instead of six.
Remember that the turrets are the priority. The final part is that strafing
eyeball which is the same. The player's sprite is the one from the side-view
level, so he never faces upward. Same applies for all base levels here. The
turret's layout is 4 buttons at the bottom and 4 guns at the top.
Level 4: Hell Fall
There is no way to die by falling off since there are no gaps. It is quite easy
here because all you do is jump to the nearest/efficient platform as quickly as
you can and you'll be at the boss in about 45 seconds. While fighting the boss,
you must destroy the array of turrets before the main target. This time, the
main target is not located at the head, but a bit above you. It is like the
gut. Like most other ports, the moving blazes of fire are not present.
Level 5: 2nd Underpass
Not much to say here, except that it's longer, too. Just jump a lot to evade
the bullets and you should be fine. You are not timed here.
Level 6: Homicide Censor No. 2
Pretty straightforward and tough boss. Now, the enemies don't shoot at you
while running, instead they run and jump off two side platforms and run across
the screen. Shoot out the two imaging head (there is only one) to end the
level. It will make it easier that there is only one head, since enemies run at
you throughout the battle. The turret and button placement was changed a bit.
There are 4 buttons in the middle and one shooting turret above and below them.
The split-image thing is so slow that you can destroy it even before it first
splits.
Level 7: Tundra Area
Now, you can destroy those launching grenades as they come down. Be sure to
take it easy when fighting the spaceship as it is quite annoying. Keep jumping
and pelting it. When it comes to those turret-operating troops, you can destroy
the troop and the turret will be left alone. The tanks will be a pain because
you must keep jumping and hoping the bullets hit the hard-to-hit window.
Finally, keep your distance from the armored troop and blast away at his head.
Level 8: Energy Zone
Avoid the flamethrowers and keep moving. Use the same strategy with the next
armored troop. The design is funny because pipes are tightly packed all on the
top of the screen. The boss (Armored Troop) seems a bit harder because he
shoots those things at you a lot more often. Be careful of the laser/flame
shooting pipes. Here, they are very vicious and harder to avoid.
Level 9: Alien Zone
Troops run at you. The heart is now hard to hit, so keep your distance and pelt
it by jumping. The background is pink. Note: There is no Hangar level. For
some reason, the player's colors change in levels like these where the
background color is funny; the same with the bullets. There are only 3 pods on
the ground, protecting the heart from a small distance. The "face-huggers"
look more like beetles!
Level 10: Cavern
This is the first extra level. It is semi-original as it requires you to go
down the level. But it is still similar to the Waterfall level. A new enemy
would be the homing, clutching head. The boss is just that big target from
level 2 and it is guarded by turrets. Jungle music.
Level 11: 1st Under Maze
Yes, they've added more base 3D levels, two more to be exact. This one works
like the first two, but now the paths are tricky: If you take the wrong path,
you'll destroy the target and move to end up at the previous target to destroy.
It is more of a point-gainer to earn lives. Not that hard, really. It is just
to make you go in loops. Base music. Just like the others, there's no time
limit.
Level 12: Homicide Censor No. 3
The concept is original here. There is no main boss; the objective is to
destroy the right target to destroy the other targets and end the level. First,
shoot the 4 small gun turrets-two on each side- and go from there. Destroying
the big turrets is optional, but I recommend it. Finally, the idea is to try
and destroy the right target before it closes. You won't know which one, so
trial-and-error. Sometimes, it will change targets. Homicide music.
Level 13: Magma Area
Here is some originality! Not really, though :P. In this level, you head to the
left, unlike the others. Also be careful of the pits and gaps. Same goes for
the flames. In the end, destroy that big level 2 target. The whole place is red
and gives you a feel of heat waves. The place is rigged with fires and turrets
which corner you into very hard positions. A hard challenge will taunt you,
which involves getting past a turret under the ground, fire going up in this
gap and a moving platform which takes you across the gap. I would first bomb
out the turret and time yourself for the fire. Energy Zone music.
Level 14: 2nd Under Maze
Same concept applies from the first Under Maze. In terms of major differences,
I would take note of intensity since this one here is going to be harder than
the previous ones. But seriously, with all the sluggish movement and predicta-
ble attacks, this shouldn't make you lose some health or a life. Base level
music. There is no time limit.
Level 15: Homicide Censor No. 4
Similar to the first homicide censor, but all the first eight targets are
shooting ones. The main boss is that same eyeball from level 2. Since you're
only going against shooting turrets at the start, you will likely be shot at
least once the first time. Not to worry because even a new player can see past
the evil and just bomb at a near lowest turret as soon as he can. This will
give him space to strategize and manoeuvre the shots. The bullets are not like
dodging every drop of water in a typical shower head. Now, that would be an
impossibility unless you cheat the game. Homicide music.
Level 16: Underground Fall
New enemies are the moving turret and grenadiers. Same as the cavern level,
just keep going down and destroy the main big turret. Just like the cavern
level, you will have to be very quick to dodge incoming enemies on the next
screens, especially since this is not a side-scroller. The most annoying
enemies will either be the clutching head that bite your head/ass off or the
runners. Waterfall music.
Level 17: Magma Area (Again?!)
Another magma area type level. A new hovering enemy is introduced. Nothing
more. But less is confronting you here. The jumps are simple and don't require
timing or strategy. You also are not cornered to a tiny little area where you
must make coward shots. Energy Zone music.
Level 18: Underground Fortress
Kind of like the Waterfall level, except there is no water and you just keep
climbing up to destroy yet another big turret. Here, the enemies are filled up
in lots of corners and you must shoot upwards almost always. Also try to jump
to the next screen as quick as possible. Challenge is increased for a vertical
scroller. The boss is a pain since it has turrets close to you and surrounding
it. Enjoy your victory here, as you will be faced with the hardest fight of the
lot afterwards. Uses the Jungle music.
Level 19: Vicious Space
Finally, the last level. This one is very hard, so hope for the best. All the
enemies from the Alien Zone are here and the spider spawners of the heart are
scattered everywhere. The final boss is a weird-looking hole-like boss. It
seems to be a heart/lung of sorts. Very hard to destroy since it shoots bullets
and takes a lot of damage. Uses the Alien Zone music.
-Sound/Music
Not that bad for MSX2. It is a lot clearer than the arcade version, but not
better than NES. I still like it, especially the first level. At the end, there
isn't that special ending music, that's all.
-Graphics, other stuff
The graphics are pretty good for MSX2, but are awful compared to the rest. I
don't find this much of a problem. I am quite confused as to why some weapons
were cut out. They would have made a good addition. The ending is different
here in that there are no credits shown. The message is different, too. It
thanks and congratulates you for beating the game and defeating Red Falcon, so
stopping his "Armageddon" plan. But is the alien force really vanquished? It
must be investigated before it's too late. Obviously, with all the later Contra
instalments, it is obvious that they were too late. But it's more complicated
than that... Anyway, there are two initial screens before the game starts: a
white one with the Konami logo appearing like a fall-curtain; the other screen
is a Japanese phrase, which is Contra, a Konami 1989 and "press space". After
the end of each level (save for the last one), a black screen shows the name of
the next level. The end text is shown in separate, multiple black screens.
After beating each level, the player just stands there, frozen, rather than
running out of there. A lot of the enemy bullets look like snow flakes.
===========
G) Amstrad CPC
===========
The Amstrad CPC version is quite interesting to play, even though it is quite
tough and annoying to beat. The graphics looked lovely among the three computer
ports of European Gryzor. The other two were the Commodore 64 and ZX Spectrum
ones. An interesting thing is that Ocean did alright for a poor European home
computer. This one here was made in a joint effort by Konami and Ocean. Some
re-releases include ones made by The Hit Squad, which I suspect may have the
more complete version with the snowfield included.
-Gameplay
The gameplay is quite interesting and hardened in this computer Gryzor. First,
the rate of fire was reduced heavily (probably for the CPU) and made shooting
enemies harder. It is best to upgrade to something like the laser, which is
very dangerous and just pierces through almost anything. One weapon was omitted
and it is the Fireball gun. The levels are similar to the Arcade version, but
not exact copies. Bullets are quite fast and hard to dodge. To compensate the
hard difficulty, the player is rewarded an extra life after each completed
level. I didn't think there is any way to get two players even though there are
sprites and mention of Bill and Lance on the main menu. The most distinguishing
feature about the gameplay is that it doesn't scroll, but rather change from
screen to screen. This actually makes things better since you can prepare
yourself for the next screen, even though some runners still come by. This
feature is similar to the MSX2 version, although in this one, there is more
continuity: In a level, if you see a half-visible gun turret and move to the
next screen, the other half will be there. If an enemy is just at the start of
the screen and is running but you go to the next screen, the rest of its body
is still seen. In the MSX2 version, sometimes upon going to the next screen,
things will look out of place as if you teleported somewhere else. Upon losing
all the lives, it is game over without any continues. You can't get electric
shock from the electric barrier. The game lets you start with 4 lives. You
can't jump and shoot downwards. After a while, I learned that you can play in
2-player mode just by pressing the 2 key. Wow, was that an easy one. Anyway, it
is no different from the Gryzor Arcade and C64 versions in that each player
takes turn playing the level, assuming the other has either finished it or has
gotten game over.
Level 1
The jungle is pretty much the same, although there are a few more runners. The
stupid exploding bridge in this game was changed to more of a light-mined
bridge. There is no way to cross that bridge without dying at least once, so
take the water route. It is safer anyway. Rather than being destroyed, some
random explosions occur but the bridge is intact. You cannot hide in the water.
The building's rooftop is invisible, so the sniper is not present. Destroying
the wall just shows an explosion animation without visible damage and you go
down the screen at the right.
Level 2
Basically the same as the original, this time the running grenadier is not
present, making things somewhat easier. There is a bit of collision detection
problems, but this makes the level easier. Upon destroying the main target of
each wall, the player runs to the next screen automatically and the screen
doesn't follow. The map is located on top of the screen. You start with 1:30 to
finish the tunnels, and after each lost life, you get 1 minute only.
Level 3
Like some other versions, the second part of level 2 is separated into another
level. Not much difference here, except that this time, the moving eye becomes
activated by destroying just one shooting turret, and not all the harmless
lights. Funny about this level is that even when the boss is triggered and then
killed, you won't progress unless you destroyed all the turrets and targets.
Level 4
This is the waterfall level. It can be played quite easily, although you must
look out for some excess enemies. The falling rocks are indestructible. The
end boss is a little bit different here: the long line of shooting turrets was
replaced by the shooting turret of the boss of the 3D levels. Again, there is
no moving, blazing fire that stalks your path.
Level 5
Most everything is the same. Target placement may be somewhat altered, but not
much. You have 2 minutes at first to finish this, then 1 minute at the start of
each new life.
Level 6
Again, destroying the one shooting turret results in the appearance of the
boss. The only enemy that runs across is the shooting one; the jump-landing one
is omitted. It is mostly a faithful conversion. The double-image boss does not
drop homing bubbles; they just fall down and can't be destroyed.
Level 7
I really don't know why, maybe it's my CPC version, but many of the final level
elements were removed. First, the entire Snowfield and any boss/enemy involved
in it have been omitted. You instantly end up at the Energy Zone part. Also,
that armored troop/alien is missing and it just goes from the energy zone to
the hangar to the Alien Lair. The Hangar part of the level does not have the
trolley that moves and sometimes has an enemy in it. Most of the alien lair
is properly made. The heart doesn't animate or beat. It has red glowing valves
under it. The more you damage it, the faster the glowing valves blink. Killing
the heart does not make it disappear, but just have an explosion animation.
That is it. Oh, and the heart is missing the spider-launching eggs.
-Sound/Music
For the CPC, it has some great sound effects. The only thing that makes this
game really suck is the lack of music and conditional music. First of all, the
only in-game track is a version of the base level music. It is used in every
level and interestingly, it was also incorporated into the ZX Spectrum one. The
only other track is the end credits/victory music, which plays after the ending
sequence and after each game over to high score screen. A stupid condition of
hearing the music is that enabling in-game music disables sound effects and
vice-versa.
-Graphics, other stuff
For its time, graphics were really well done. It actually looks beautiful and
colorful. The ending is actually quite disappointing, yet funny. The ending
goes that the heart was in fact the core (like the heart of anything) of the
earth. Destroying it is like a broken mechanism, which completely takes apart
the earth and destroys it (just like a damaged heart results in some fatal
conditions!). How sad :'( Despite contradicting what I stated earlier, I had a
strong belief that multiplayer exists: upon completing each level, a blue
screen appears saying "player 1" before getting to the next level. The loading
screen is a pixelated, yet nice-looking, image of the infamous Arnold-Rambo
picture, but a different background. It includes mention of Ocean, Konami and a
person's name. The start screens (game over, high score, begin game, etc.)
include, as mentioned before, two player sprites running in place towards each
other and various writing. Pressing the pause button twice quits the game and
brings you back to the main menu.
-Demo Version
This demo version is in fact very similar to the ZX Spectrum demo version in
that it only has the base-type level. Unlike the Spectrum version, this demo
only has the first base level. It is entirely the same as the full version's
level, except that the character's dying sound is extended and there is a
screen before the main menu which gives a basic instruction for the game.
================
H) Commodore 64/128
================
There are two versions of Contra for the Commodore 64: Contra and Gryzor. They
are both essentially the same, only Gryzor is missing a big part of level 3.
Contra was made in a joint effort by Ocean and Konami. Gryzor was released
after, but just by Ocean. This may hint at the less complete game <_<.
------
H1) Contra
------
This is the more complete version, which includes more of the fourth level. In
the Gryzor version, level 4 is just simply directly towards the boss. Here,
the "climbing upwards" part is included.
-Gameplay
All I can say about the gameplay is that it sucks. It really sucks a lot. If
you thought the Amstrad's rate of fire was bad, just take a look at this! It
is so utterly slow that you're guaranteed to die before getting a shot at the
next enemy. Acquiring rapid fire doesn't make it much faster. The bullets that
come at you are hard to see and very fast, especially in the base levels.
Jumping is imbalanced, jumping too low and too fast. This makes shooting
higher targets in the base levels harder. The rate of fire is so slow that it
can cost you your lives at moving bosses. Surprisingly, all the levels are
included here, unlike the Amstrad CPC version and that is a more powerful
computer than this. It is obvious that most players will die miserably while
fighting the split-image boss of the second base. The only good thing about the
gameplay is that it manages to be quite a good speed. The screen scrolls,
though not smoothly, nice and fast and matches the player's running speed.
Getting a game over results in the restart of the whole game. This only makes
it that much harder while, at the same time, toughens you up for the easier
Contra games. Opening up stationary weapon capsules requires a few shots. None
of the runners shoot, but if you're at a lower platform, they will fire
"dropping" bullets. The two missing weapons are the F and M gun. Up to two
players can share this intense adventure, but it's rather goofy: it is not
simultaneous play, so they each take turns to attempt to complete the level.
This is quite pointless and it might as well be just one player beating each
level twice. After each level is beaten, you get an extra life. For some reason
here, you can't jump and shoot down at the same time. You start with 3 lives.
While jumping, you can't shoot down. Let's discuss levels!
Level 1
When you start off, you'll notice the plain, dry and flat colors and may get
disgusted. Don't worry, because it isn't hard to get used to. The exploding
bridge blows up in doubles, so it's best to stay in the water, though the
turrets and runners together are a pain. It is not too big, but some parts may
annoy you. While in the water, you can't duck for cover. Destroying the core
of the building doesn't make a path for the player to enter; he just jumps off
the platform, going down the screen.
Level 2
Interesting that most screens have no barrier, yet you suddenly get shocked
from pressing up key. You are timed, and beginners are no doubt bound to lose
a life by a time-out. The main problem is the mix of slow rate of fire, hard to
hit targets and tricky enemies. Once a time out, a brown sign moves up saying
"time up" and you die. You get 40 seconds to beat this. The final wall to
destroy is different from most other versions.
Level 3
This is the boss part of the base level. Nothing has changed here, except for
a harder boss due to the firing rate. This version for the Commodore 64 has the
longer Waterfall stage. It is funny that the Waterfall and the base's boss are
part of the same level. Here, you'll find plenty of bullet droppers and falling
rocks that are indestructible. Upon reaching the top, everything will be black
for a few seconds and then the boss appears. It consists of two side turrets, a
higher multi-bullet turret and a harmless glass/core thing at the top. After
the first two defences are gone, enemies will stop running toward you from both
sides of the screen. At some points, the player appears to float in the air!
The more the main core is damaged, the faster its red light blinks. Upon
destroying it, the player enters the hole and it takes a few more seconds
showing the top blow up. The soldiers that use the gun turret are in this
waterfall stage. When fighting the Waterfall boss, your player suddenly gets in
the position like he's in the base level boss.
Level 4
Another annoying base level which is bound to cost you a couple of lives. Enjoy
it all you can because it is the level before the most annoying boss fight on
a Commodore 64. The base part is pretty much same as the original arcade
version. You are given 55 seconds. The final wall is different here, too.
Level 5
This is an absolute nightmare! Things start off intensely, with jumping and
shooting enemies coming in and the firing turret. That's not that bad and
certainly wouldn't be too much of a hassle. The real problem is the split-image
boss that tortures you beyond imagination. It is basically two images that
split into two (and are invincible at this state) and join again. They launch
the same projectile as the one from the first base level. Here it is a lot more
annoying. They shoot faster as they are weakened and unpredictably. This makes
timing very essential. Make matters worse, a projectile will fire from where
the first destroyed image supposedly was (assuming you destroyed one). Congrats
to those who can beat this without cheating. In fact, I saw a full playthrough
of this game in a Youtube video, so respect to you, sir! The bottom gun turret
was removed, so there's only one gun turret above the three lights.
Level 6
This is it! Final level, people! Just like the arcade, it is going from snow to
energy zone to hangar to alien lair. In the snow area, everything is included.
If you're not at the same height level as the gun turret holders, they won't
shoot you. The truck, or better forklift, is impossible to beat without a
powerup. The hangar part has electric waves, rather than spikes and the trolley
is not present. The alien lair is pretty accurate, but the heart itself is
inanimate except for white-blinking valves that blink faster the more it's
damaged. The suspended alien head itself just loses its mouth when killed. It's
quite interesting that neither does this Ocean port have the spider-launching
eggs that surround the heart.
-Sound/Music
I don't know what to say about the sound quality. There are two tracks: the
base level music and the victory music. Every level has the base music and it
sounds so bad and annoying. It just never stops looping and it is too loud. I
felt like breaking the Commodore 64 machine the first time. The sounds are at
least twice as awful. The most common sound anyone will hear would be either
the bullets of the regular rifle or the dying sound, which is an annoying, high
pitched cry-like sound. It just sounds so bad. The weapon's sounds are also
really lame. They all sound so alike, too. There is no bass in any sound; they
are all flat.
-Graphics, other stuff
The graphics, for the C64, are about below adequate. It looks so ugly at some
points and the colors are all dry and flat. There is no smoothness and the
bullets are hard to see at some points. There is a strong use of peach, green.
grey and white colors here, which gives it a repetitive look. Still, it's
worth acquiring/owning yet another rare item to the Contra collection. Here,
game over is game over and no continues. The loading screen shows that special
image of "Arnold and Stallone", but this time, only bill is shown. It is not
the exact image as it looks more like a recreate to display in C64 format. The
main menu allows you to choose one or two players, with various writing on some
parts of the screen. The ending is probably the most garbage ending of all
Commodore 64 games out there. It just says the mission is complete. (What the
the hell is up with that?) and it is game over (whichever player). I guess the
only good thing about this game is that it has every level, unlike the more
powerful console, Amstrad CPC. Contra has an intro screen showing a colorless
image of the Bill-Lance picture from the NES cover/cartridge art.
-Demo Version
The demo version is nice to have. It is only one level long (the first level).
There is absolutely no sound in it and the game just loops over and over on
level 1. The music is not found in any other Contra game, but it sounds really
nice. This is demo one of the ways I practiced to get better at this HARD port.
------
H2) Gryzor
------
This game is essentially the same as Contra on C64. It is 98% identical. The
only difference is that the fourth stage, waterfall ascending, is almost cut
out. The only thing remaining in it is the boss part. The whole climbing part
was missing and this made the game a bit shorter, though not much easier. I was
lucky to come across this game on Ebay, but it turns out to be a smaller game.
Still, I like getting yet another Contra game. I also noticed the difference
that the main logo was changed and made to fit the C64 graphics. It is the NES
cover art, but it was recreated and only features Bill with a black background.
This is sort of a loading screen, featuring this cool new music track to listen
to before pressing fire to continue.
====================
I) Sinclair ZX Spectrum
====================
Yes, the ZX Spectrum; gotta have the spectrum! Anyways, this game will probably
be the hardest Gryzor to find, although the Amiga Gryzor wins by a long shot.
It's just that there is no confirmation of its existence, but I believe it does
exist. It is the worst among the Amstrad and C64 in terms of graphics. But it
does indeed surpass the C64 in terms of quality to many people, including me.
What made it hard was that it was very complex and frustrating to start up and
load, compared to most other PC's/consoles. Now, there are two versions of this
game and they have minor, unnoticeable changes. The versions are the 48k and
128k. The 128k, being the obviously superior one, is yet not the better choice.
Seriously, the only difference is that it has a better CPU and performance and
extra/better music and sound. The 128k version is very annoying to hack/poke
and requires complex actions. The 48k not only has simpler pokes, it has a
built-in cheat mode. I'll explain later.
-Gameplay
It plays basically like all the other Gryzor games, let alone Contra. Some
things may have changed, though. Firstly, you can't run back. I'm dead serious,
that's right: you can't go left or retreat from shots ahead of you. Of course
this isn't the case for the Waterfall level, where you could indeed run right
and left. But that is the level where you climb upwards. When pressing left,
Bill/Lance aims to the left. You can shoot to the left, left-up and left-down.
You cannot shoot downwards while jumping or in the air. From what I've been
able to uncover, this game is strictly single player. The game may be a bit
harder due to the bad use of few colors and it makes it hard to see many enemy
bullets. There are fast-running enemies that don't shoot and slow ones that
do. When they shoot at you, they stop running. All enemies in the base and
waterfall levels shoot at you. Lots of enemies were removed from here, like
the guy who hides in the water, peeks out and launches a scatter grenade. Most
bosses are easier and seem simplified. You start with 6 lives, and there are
the continues. I'm not sure if you're even able to gain lives through scoring,
or any method at all. Now, depending on what version you have, the layout of
levels will be different. Using the 48k version, it'll be a lot slower to load
and the levels are split into 3 "levels"/sections. The first section is just
level 1; after that, you load section 2, which is levels 2 to 6; the final
section, 3, is the last level, 7. In the 128k version, they are all separate
levels and you don't need to manually play with the tape control. The 48k
version is great to have because, if you find it too hard to beat, you can use
a hidden cheat mode. The laser gun is not present, but it isn't that bad. The
powerup system is very unique compared to the other versions: they are only
in the first level and are acquired through special method. Dying will not
remove that weapon until game over, so it's good. It's just a matter of your
choice. Interestingly, none of the weapons vary in strength. This is not a
problem since, sadly, most enemies take 1 shot to destroy. The spread gun is
not really "spread", but more multiple-shot. It cause columns of three bullets
to fire out, all packed close together. Only automatic gun is the machine gun
and it is arguably the best one. The powerup system works like this: there are
3 capsules placed underground of the top platform (just like most Contra games)
that you can see. Shoot only one, and you get the spread gun. Shoot 2 of them,
you get the fireball. Shooting all 3 gives you machine gun. It doesn't matter
what order they are shot, and there really is no order. There is no barrier in
this game. For some reason when you have the fireball and are shooting up in
level 1, it will fire regular gun bullets. Aiming up will make you kneel on one
knee. Upright aiming will make it look like you're still running. After each
main target is destroyed in the bases, the player automatically moves forward
left/right to the next wall and the camera doesn't follow. Funny thing about
the base boss areas is if you die while the moving thing is dead, your frame
freezes and you move to the left. This is hilarious when you are dying and are
rolled up in mid-air, then suddenly move left frozen like that! Once it's game
over, press any button to get back to the main menu. You have unlimited
continues and start each continue with 5 lives. It seems that a game over while
playing the 128k version gives no continues, which makes the game a lot harder.
But it does give you the option of entering your high score. Despite what I
said earlier, I think lives can indeed be gained. I don't exactly know how, but
it's possible. Maybe by scoring a high amount, or by getting to level 5.
Level 1: The Jungle/Section 1
It looks funny when considering it the Jungle level from the Arcade Contra, but
it's still well done. I don't recommend going into the water until a bit after
the bridge, which doesn't explode or damage here. In the water, you can't hide
inside for cover. Some enemies run in the water, so you're screwed if a bullet
is coming at you in the water. The only time the trees are present is near the
end where they look flat and funny: it is a long strip/rectangle of tree patch.
The boss is just ridiculous: it is a redesign of the building, a lot shorter,
has no bomb-dropping turrets and no enemies snipe from the top. It takes from
1 to 6 shots to destroy it, and it doesn't break apart; just some exploding
animations. You better be careful and choose your preferred gun here, because
it is the only level to have powerups. Plus, it will be your weapon for the
rest of the game. This level also includes that "root-tube" lamp at the start.
Sometimes, you can destroy the building by walking up into it. When you get to
the building, the music stops in the 128k version.
Level 2: Outer Maze/Section 2
The level is quite short and the map looks funny. The timer is below the map on
the right side of the screen. You can't get electric shock from the force field
and pressing up makes you go to the right. The things that come at you from the
ground can't be destroyed and there are no running grenadiers. The barrier that
blocks the targets was omitted. During the second section, you can't shoot
diagonally. You get 1 minute and 20 seconds to finish the base level on each
life. Nothing is different about the boss here, except while the explosion
animation is going on, you run to the left. When jumping while shooting at the
boss area, you will shoot left or right, depending on which direction you
pressed last.
Level 3: Inner Gorge/Section 2
Still this is section 2. Interestingly, the player's position and stationary
aiming is always up, like the base's boss. I mean, when standing still, your
player aims up, back towards the player, as like he's fighting the base boss.
The falling rocks here don't destroy, there is one stationary and also
indestructible turret and there are no water-hiding grenadiers. The boss was
simplified: there are no side turrets and enemies don't run at you from the
left and right. Upon reaching the top, the player automatically moves right to
the next screen, which is the actual boss. That jump-shooting orientation from
the base boss areas applies here, too. When you die while jumping, you tend to
jump really high for some reason. In the waterfall area, there is only 1 place
where the rock falls and only 1 falls. If the Amstrad CPC and C64 versions
did not include it, this one definitely could not have the moving fire
obstacles.
Level 4: Inner Maze/Section 2
A lot of the targets were placed at the top of the wall. You have 1 minute and
20 seconds to finish the base at each life. The boss is identical, but watch
out for the soldiers that shoot you from above: they don't stop shooting and
you can easily lose without dodging bullets easily. It's best to take them down
before continuing on in the game. The very bottom button is destroyed by one
bullet when shot from the right for some reason. There is no splitting image;
there is just some single look-alike that works like the one from the first
base. His attack doesn't home.
Level 5: The Final Conquest/Section 3
Finally, the last level is here. Firstly, that ship that drops enemies only
does that and can't be destroyed and they leave by the left after going a bit.
The background doesn't have some trees and alike, instead has sharp spikes.
Most things are present and the tanks look more like trucks/moving carts. There
are actually trees with green leaves! It seems that the Energy Zone doesn't
have those lasers/flame throwers. After killing the second armored troop and
coming to the Hangar (I think), you'll find the lasers. The alien lair is
pretty similar. The head is actually very huge and no extending neck. The
mouths on the floor/ceiling don't destroy. Their projectile never seem to stop
homing at you until they die or something. The mouths themselves don't really
appear to be mouths, just like projectiles coming from the floor/ceiling. They
stop shooting once you pass them a bit. The heart doesn't beat, nor go faster
as you damage it. Even when there are no nests where the spiders come from,
they still come from below and above the heart. When you're taking the walk
before the alien lair, the music stops (128k). The Hangar part seems so watered
down that's it's almost not recognizable. In fact, I think this section and the
previous ones were remixed ones: The Energy Zone area has nothing special, just
some platforms and such. Then the supposed Hangar contains the flame/lasers.
But it does not have those impaling claws coming down at you. That's all!
-Sound/Music
The sound and music quality depends on what version you're using. If you use
the 48k version, you have limited music and sound. Using the 128k version gives
you more music and sound, plus better quality. A good thing the 48k version
has in music is the main menu music track. I'll go into more detail here. The
128k version has 2 music tracks: the base level music for every level and the
victory music for the main menu. The base music of the levels is the exact same
as the one from the Amstrad CPC. The 48k version only has one song, the base
level music, and it's for the main menu. If you listen to it all the way, you
can say that it is a lot better base music than the 128k version: it sounds
more "complete", contains bass, a lot more beats and it is good to hear. Now
the sounds: 128k version has more. Every level has the sound effects in the
128k version. There is the bullets sound, dying sound, enemies shooting sound,
exploding sound, dying enemies sound and maybe that's it. For the 48k version,
section 2 has no sound whatsoever. Section one has crude sounds for bullets and
there's no other sounds. Section 3 (the final level) has a different sound for
the bullets (and it's the only sound, too). It's not actually a good step-up
from the first level/section. It just sounds with more bass and sounds more
like a guy cutting the cheese...Ahem, yeah.
-Graphics, other stuff
Graphics were pretty good for the Spectrum, though looks ugly in comparison
with the other versions. Then again, the DOS Contra was inferior to this in
terms of graphics. The palette was actually silly: Rather than concentrating
on putting ranged and specific colors, they went the easy way and put "strips"
of color in the sectors. What I mean is: For example, the top of trees (some
trees) are green and the wood/log part is yellow. The player sort of blends in
with some of the colors, including the tree bark and leaves. So, when you run
along the barks, your soldier is yellow; jump up to the height of the trees and
you will enter a zone of green, making you green. Everything moves smoothly,
but expect slow-down at times where objects flood the screen/action is very
heavy. Other things to note are that you have various options to customize your
controls. Starting up the tape, that infamous Arnold-Stallone image appears
while the tape is loading (mind you, the image looks redone to fit the graphic
style of Spectrums. This makes the two soldiers look awfully goofy XD). Now, if
you have the 48k version, a black screen prompts you to stop the tape and press
any key before entering the main menu. 128k version doesn't do that. Next, the
main menu has 6 options, from 0 to 5 (that is 6). Underneath that is some
credits. The five options are (0 at the top, going down to 5): Start Game,
Keyboard, Kempston, Cursor Keys, Sinclair and Redefine Keys. To redefine keys,
first choose between the 4 control types by pressing their respected number;
then press 5 to redefine that control type. After, just press 0 to start. In
the 48k version, there is no game over sign. It freezes during gameplay and you
must press any button to continue and choose continue or restart. The 128k
version does indeed have a game over sign: during gameplay, game over with
various colors, depending on the level. Press any button to continue and you
enter your high score; there are no continues. The 48k version doesn't have a
high score option. Beating the game shows a message congratulating you for
completing Gryzor and then you choose to continue back from the level 5 or
restart. In the 128K version, though, beating the game shows the congratulatory
message and prompts you to name for the high score. Then it brings you back to
the beginning menu. When you think about it, it is kind of like a game over
screen.
-Preview Version
I came across a tape which had a preview of Gryzor for ZX Spectrum. I'm
assuming that it is the 48k version because it has no sound and it's in the
second section of the game. The two levels of the game are the two base levels.
The only difference I found was that the barrier that blocks the main target is
present, but only on the side, being useless. There is also the running
grenadier here. You only have four lives and no continues. You can enter your
high score after beating the second base or losing all your lives. Also, the
main menu just has a different writing in which it says it is a preview. Pretty
good item I came across for only $2.
-Demo Version
Another one I came across during summer. This one is just a one-level demo of
the game, featuring the first level. It ends after the first level with nothing
more to it. This is the 48k compatible one with the weaker sound and stuff.
====================
J) XBox 360 Live Arcade
====================
I don't own an XBox 360 yet, but I surely want to get it. This means I don't
"own" a copy of Contra for it. I've never even played it anywhere, like at a
friend's house. Anyway, after seeing some videos online, I know that the spread
gun had remade bullet graphics. The music also seemed to be remixed and sound
rather bad and good at the same time. I noticed that extra explosion frames of
animation were added, making it look more like Super Contra or Contra 3. A new
and exciting feature that the game has is the accomplishments list. I heard it
is really cool to play and complete the accomplishment challenge list with
addicting gameplay. There is also some rather difficult accomplishments that
push hard and are more for experienced/skilled players. I saw two about beating
it in under 12 minutes and beating it without dying at all! That must be pretty
hard, but I'm sure I'm up for the challenge.
-Demo Version
This is one you get for free, I guess. I take it that this demo would only have
the first stage of the game or something, with a message to buy the amazing
full version.
==================
K) Sony Playstation 2
==================
Okay, now this is a Japan-only game and it is basically a direct port of the
original arcade version. I've never played it because, well, I'm not in Japan
and I don't even have the import equipment. I would like to get it, though,
because it is nice to have yet another one of these. At least it's best to make
it available in America. The game itself is called Oretachi Game Center: Contra
and it roughly translates to Our Game Center: Contra. Anyone have more info on
this, I would be happy to receive it if you want.
===========
L) Nintendo DS
===========
Boom! I finally got a DS! Alright! Along with the DS I picked up a copy of the
Konami Classics Series: Arcade Hits. It has the all-time classic Contra on it!
This one is the Arcade original version with some tweaks here and there. The DS
system itself is a nice handheld to have as well. I may choose to get a PSP
sometime later on, but not anytime soon. Later on, I picked up the highly
anticipated Contra 4. It included the NES version of Contra, which is pretty
much the same.
-----------------------------------
L1) Konami Classics Series: Arcade Hits
-----------------------------------
This compilation contains 15 classic arcade games created by Konami. I find a
lot of them fun, while others seem obscure. I honestly could have made a few
better choices to go on the compilation, but who cares? It's got Contra! Plus,
this version is very good!
-Gameplay
The gameplay is essentially the same as the original. If you were to choose
certain settings, it will feel like a micro arcade machine. The new control
layout and customizable controls make this one a favorable pick for the big
collection. Some may find the screen setting (ratio?) to be different and
uncomfortable. There are a few settings, like full screen, classic arcade mode
screen (which stretches the screen vertically) and the option of playing the
game holding the DS sideways (both left and right). When the last of these
options is selected, the controls will be translated to work vertically with a
regular rotation feel. You get to choose your difficulties, from easy to very
hard. You also choose your lives and have unlimited credits, though I don't
think it's that many continues (there might just be 3). This kind of breaks the
point of "inserting coins" and that this feature may just be there to give an
arcade feel. You can choose between 2, 3, 5 and 7 lives. If you go to the
settings, sub-menu, you can choose this detailed and slightly complex custom
coin play, like free play. You can also choose when you gain the next extra
character life through the points. You can also head to this detail config menu
where the screen has the arcade board's inner dip switches and stuff. You can
configure a hell of a lot of stuff, like "test" mode. The small, cramped-up
screen may make the game a bit harder since you have less time to think. There
will be some places where it is hopelessly frustrating, but this is how the
original version was. The levels themselves are completely identical. There is
probably a slightly different enemy/powerup placement here and there, but it's
all there is to it. You can play with a friend through download play. Your
choices are either 1-card multiplayer or multi-card multiplayer. Either way,
the action will feel that much better when played in a team of two.
-Sound/Music
The Nintendo DS version (along with the PS2 and PC versions) is one to keep the
sound and music as accurate as it ever was. Every sound, from gunfire to your
character dying, and every music, from the intro to the ending music, is
basically identical. The DS will probably not have equivalent sound quality as
the arcade machines, but who cares? It still sounds like the original and this
makes it feel more like the original.
-Graphics, other stuff
Graphic-wise, it is like the arcade version. The new screen setting options
were good additions, too. Since this is Dual-Screen, one screen will occupy the
gameplay window while the other gives you plenty of tips and instructions here
and there. If you touch the active gameplay screen, it will pause (you can also
do this by pressing L and R together) and bring up a list of options. You
initially start in simple mode, where you got a "library", lives count, co-op
game and difficulty. In the library, you learn the meaning behind Contra and
basics on the game. The library gives you insights on the controls and tips to
succeeding. Back in the main simple mode menu, if you go to the maniac mode by
the tiny button on the left, you will have more options. Among them are the
screen ratio settings, replay, wireless, replay and archive. In replay, you
can play, record or delete replays. You are already provided with a replay,
which shows how to successfully beat the game without dying. It really helps at
times. In the archive, you have the library from before (where you can change
the order of options from descending to ascending). There is also music, where
you can listen to the tunes in the game. There are options here, like random
play, loop play, stop and back. There is an upper setting above the music
selection which is called SE (sound effects). Back in the archives, the third
button is Gallery. Here, you can see 2 Japanese leaflets and the inside board
of the original game. You can click back until you're at the main maniac menu.
In the wireless menu, you can choose to play co-op with multi-cards; or play
dual DS game, where you have one game card and someone else sees on their
screen what happens on yours. Here, the guy without the card can control the
host's game. You can send or receive replays or demos. In settings menu, we got
the easy config. Here, you got coin, lives, bonus lives, difficulty and sound
settings. The other config is called Detail Config. This is the dip-switch
room mentioned before. You can also configure your controls through button
config, where you can decide your auto-fire's rapid capability (from 5 bullets
to 30 bullets). The last option is called Delete High Score (well, this is
pretty self-explanatory). Finally, you can choose to have the gameplay screen
either on the upper or lower screen, in which case the tips screen will swap.
----------------
L2) Contra 4 Package
----------------
This is pretty much just some emulation of the original NES Contra. I must say
that it is not perfect. But of course, it is the type of emulator that makes it
kind of bad. Wayforward uses PocketNES to emulate this, as well as Super C. The
main problem with the game is the horrible control due to the DS Lite (but the
DS phat doesn't give me that much problem). The other minor problems include
sound glitches as well as graphical glitches. Otherwise, it's pretty much just
an NES Contra.
+++++++++++++
3) Miscellaneous
+++++++++++++
Here is a variety of information that could prove useful for those who are
confused many times.
==================================
A) Flash, Java, Online, etc. Versions
==================================
There are numerous flash versions of Contra out there. Some are the more known
ones than others and there are few creators. Take a look around the net at some
flash game sites for custom Contra games playable online.
-Pathos
Pathos is a unique game in its own way. I don't know what the storyline is, but
it is fooling no hardcore Contra fan. It is basically a side-scroller which is
strictly single player. You can customize the controls and music/sound settings
to your need. All the music is more of Metal/Black Metal than the regular ones.
The significant difference is that there are no lives and no continues; it was
all replaced with a life bar. That makes the game really badly playable and
the character doesn't temporarily flash when hit. This makes losing health a
very easy thing. The enemies are not aliens, but rather variations of humans
and robots. Gaps are all there with tricky jumps which end the game upon
stumbling in. The levels are from no other Contra game around, so you have to
get used the new environment. In this game, you can run back of the screen,
unlike the regular Contra games. Regular bullets have unlimited ammo, while the
upgrade "shotgun" has limited. The character sprite appears to be a variation
of Jimbo/Sully of Contra 3 and they resemble so much. Some common elements
include visible fire, summersault jumping and ducking. At the end of each of
these levels, there are no end bosses. This makes it better due to the lack of
good powerup weapons. You can gain life back partially by yogurts or fully by
medikits. This game is a big pain in the ass due to its difficulty. It is not
the "Contra" type of difficult game. Most things are unfair and require the
player to memorize what's coming up next. Some enemies take several shots to
die, so they can run into you. They are all so fast, same with the bullets, and
it'll get you by surprise. I don't really recommend this, but hardcore fans can
give it a try. Got to www.freearcade.com to play this game.
-Contra Game Workshop
Though not a game, it is a program that relates to the NES version of Contra.
There isn't much to play in it, or nothing at all. It is basically allowing the
user to customize the first level (from the NES) and the last level (from the
arcade). You can change brightness, change color, place enemies in so many
places and many other countless things. Upon finishing your product, you can
save it and even submit it for online play. The game features revamped versions
of the NES music, two players, live selection, control customizing and some
others. You are timed here and you can actually run back/backtrack to the left.
It is a great addition and maybe someone can try it out themselves. Go to
classicgames.cn to use it or various sites to download it.
-Contra By Jhunour
This is an example of a product made using the Contra Game Workshop. Credit
goes to Jhunour for making it. There really is nothing special about it and it
has the additional features that make a person's project unique. Go to the
Newgrounds.com website or to classicgames.cn to play it.
-Contra World Challenge
This is probably the better known flash game out there. The most recent version
includes level 1, 5 and 8. Only difference is that you can see your high score,
the famous intro from the Japanese NES Contra was put in with a remade style.
The music is all the same, but modified in some ways. They have cheats, like
infinite lives, weapon select, etc.. This reduces your score down. The object
is to gain the most possible points within a playthrough. It is available at
many sites, like newgrounds, classicgames and similar ones.
-Crossfire: Contra Remix
This one is quite interesting. Jhunour attempted to remake a part of Contra and
it turned out quite good. Everything is made from scratch, except maybe some
few graphics. He recreated level 1, level 3 and level 5. The order in which you
play the levels are 1, 5 and 3. The bosses were also redone. Judging from the
graphics and level design, I conclude that it was based off the NES version.
All weapons are there except the Laser, which I'm wondering why. The B powerup,
rapid fire and falcon bombs were also not included. The bridge in the first
level is quite tricky to cross and I'm sure is impossible to cross. The
building entrance boss was modified to have the two gun turrets one on above
the other. The main red target was elevated, too. The snowfield was quite
modified level design wise and the two tanks aren't there. The level is
somewhat shorter, too and the final boss is just some cabin-thing with a door
that opens to release enemies (sometimes). The main target is above the door.
Some enemies that are usually present in the given levels are not included
here. The waterfall level is missing the falling boulders and some enemies. The
main boss is a redone version of that alien from NES level 3. All the main
menus were also changed including the ending and title screen. There are
several new sounds and some music.
-Operation Maus
Now, this may not be a Contra game, exactly. In fact, it barely even resembles
Contra visually. But it is still a very fun game to play and plays close to
Super Contra's top-view levels. You have limited amount of lives, but can get
more by picking up head icons. The bullets fire the same way as Contra and
big enemies take loads of bullets to die. There is only one level, but it is
so intense that it is worth the time. Lots of fast-paced action and dangers to
look out for. The difficulty is very good and hard like Contra. Just be sure
you have a decent internet connection speed to be able to view it properly in
all its glory. You can play this good game at mofunzone.com or just type it in
at google.
-Gametap
Gametap is some online subscription web site that allows gamers to play classic
arcade-based, and even other, NES games on the computer. Everything is
completely accurate to the NES version and not a chunk of pixels out of place
(OK, maybe there is, but who really can see :P). Multiplayer can be played
through the same computer with varying peripherals; or through possible online
connection. It appears this one was taken directly off the PC Konami
Collector's Series port.
-M.U.G.E.N.
This is not entirely a flash version, nor an online one. Mugen is some program
that allows you to play around with classic games, like on the NES. It relates
to Contra in that you can change the character graphics of Bill/Lance to any
other character from another game. This may also modify gameplay and such. It
has lots more features than that and is worth a try for some little-time fun.
-Konami Live!
To play this version, you need to buy Konami's special USB-connect controller.
Once you connect it to the computer (while it's turned on, of course :P), it
will automatically open up the Konami web page where you can play five of their
cool games (assuming you have internet). Among them is the all-time favorite
Contra! This is a complete emulation of the original arcade version. Since you
have a controller for this, playing should be easier. Since I don't have the
controller, nor tried this out yet, I don't know the details.
-The Last Fight
This game is made based somewhat on Contra, though it resembles closer to
Contra 3: The Alien Wars on the SNES. This one has slightly different gameplay
mechanics. For one, you get a life bar, but it is unbalanced and runs out very
quickly. Every time you lose a life, you start the level over. Unlike in the
traditional Contra games, here you get no continues and you don't gain any
lives. To compensate for this, not only are the levels short and simple, you
get passwords for each next stage. This makes the game possibly too easy. This
is not entirely the case, though. Each level is very challenging. In fact, the
second level is probably one of the hardest, or just tricky and annoying. The
game does not feature a boss at the end of each level, though some levels do
have a "boss", though killing it does not end the level; you must reach the end
of it. There are two enemy types: running soldiers and floating soldiers. So,
the story is that you are a force that is trying to stop the terrorists on Grey
Planet (Yeah, an original name.). The ending is almost identical to the one on
the Amstrad CPC and I think the author of this game knew that one, and this
whole thing was intentional. Your default gun is the machine gun and both you
and the enemy have bullets resembling closely to Contra 3 on the SNES. You
don't get any other gun, but who really needs it? Most major enemies are taken
down with only a handful of bullets. This game is challenging and the best part
is that you can download it. I'd say to get it and play for lots of challenging
fun.
====================
B) Regional Differences
====================
Depending on the system, the regional differences can be very minor to very
significant. I'll mention the regional differences of the games that actually
have been released in different areas. If there are regional versions that I
don't mention, it's because they are near-accurate ports of whatever version
mentioned and the differences are mentioned for whatever it was based on.
-Arcade
There is the American, Japanese and European version. The Japanese is obviously
the original one.
Japanese: This is the original.
North American: The only difference that I actually come by was the translated
text to English. I'm not sure about the rest. Anyone is welcome to give me
more.
European: The European version was called Gryzor for some reason that I don't
know and is easily mistaken as the Japanese name. Differences in the version I
saw was that two player is not simultaneous; each player takes turns on each
level or at the game over. Feel free to give me some more.
-NES
The NES versions were known to be quite different regionally with a lot of
stuff changed. The North American version has fewer changes.
Japanese: The Japanese version included an intro which discussed the storyline.
The title screen didn't scroll from the right; it just appeared. In between
each level and before the first level, there is maps shown of the 8 levels and
it will show your progress from level to level. Also included is dialogue by
the character(s) after the map is shown. The ending also has an extra sequence
where the player(s) jump in to the helicopter and leave. Holding start and
select causes a secret message to appear after the credits and it is by Red
Falcon. In the Jungle, the trees move around. The waterfall, the water has more
animation in it. The snowfield level has snow falling and moving trees. The
Alien Lair had the ground/ceiling pulsing. As you damaged the main heart, the
pulse rate would increase. The trucks in the Snowfield give less time to shoot
and drive by faster. Beating the heart does give the slower version of the
title screen music. There is no congratulatory message and the Konami logo is
here. Enemies move slightly faster and the controls make it unnoticeably hard
(and it's something requiring hard observations). At the title screen, it shows
the second player sprite shooting an infinite array of bullets. There seems to
be a lot more enemies and they have more advanced AI, which contributes to the
difficulty. The falling rocks in the Waterfall seem to have shaking pieces.
Pausing the game doesn't stop the background animation from going on. After
beating Red Falcon, the screen degrades slowly and horizontally like window
blinds closing. There is also a sound test cheat code.
North American: The special animations were removed from the levels and there
are no intro or cutscenes between each level or the map. After beating the
heart, the music is as if you beat any previous level. There is now indeed a
congratulatory message here and no Red Falcon message. The title screen image
itself is plainer. The difficulty was somewhat simplified here. The story, even
though is quite similar, had some aspects modified. For example, the date and
location of the meteor landing was different. It was just a minor storyline
difference. Another difference was timeline, where this one took place in the
current time, while the other version took place much later in the future.
European: Now this version is probably the most significantly changed version
of the three. Not only is the game name, Probotector, so awkward and sounds
really irrelevant, major things were changed in-game. First of all, many of the
enemies and characters were replaced with robots. This is part of the European
censoring and I explain it later. Perhaps it was because it was too violent.
Many unchanged enemies had some recolor in them and their attacks. The life
count at the top is now by miniature robots. The title screen is already there
and there is no animation at all in the title screen. The armored troop from
the Energy Zone is now some weird shaped robot which otherwise maintains the
original function. The European version is quite more similar to the US version
than the Japanese one.
-IBM PC
There were only two versions released, which are the US and UK. Since I don't
have the UK version, I can't tell all differences.
North American: I have this and it just seems to be CGA mode. It is called
Contra.
European: All I know is that Ocean is involved in its making and that it is a
bit enhanced graphics-wise in that it supports vga/ega mode. This one is called
Gryzor.
-Commodore 64
The two C64 versions are the US and UK versions.
North American: This is almost identical to the other one. Released first, it
was also made with the help of Konami. This one includes the climbing part of
the Waterfall. This one is called Contra.
European: The European version is missing the climbing part of the Waterfall.
This may have been unintentional, but I don't know. The game is called Gryzor
and Ocean/Hit Squad are the companies associated with it.
-LCD Electronics
The game itself is not changed, but just the system design. I don't like how
this thing is so damn hard to find.
Japanese: The Japanese version has a smaller font of the letter "C" on it and
includes more of the picture of the Arnold-Rambo artwork. The writing is in
Japanese and the game itself is identical.
North American: The game is the same thing, only the letter C is noticeably
bigger, taking more space and having less of the picture put on it. If any one
has any relevant information to these things, please feel free to tell me.
All other ports I didn't mention did not need a mention because they either
weren't released in multiple regions or just didn't have regional differences.
I would really appreciate any more information people have.
=====================
C) Meaning Behind Contra
=====================
"Yeah, I heard Contra has a special meaning behind it and all. I think it was
changed from Gryzor to Contra in order to make people understand and stuff. I
think Contra is a reference to the Iran-Contra affair--"
I would like to make some things a bit more clear behind the Contra name. The
first thing I feel I should point out is the specific name itself. Now, in
Japan, Contra is pronounced Con-to(toe)-ra. Con supposedly means in an indirect
way the spiritual life, or spirit. To means "to battle out" or "battling" and
Ra is coined off a simple fabric cloth. So Con To Ra means Spirit battling out
cloth. Okay, that sounded weird. I think it kind of means battle with the cloth
of spirit or spirit of battle cloth. Either way, it was meant with those three
meanings in one way. Now, the way they translated the word into the English
form is a practice of "gikun". It is an amusing activity where you pronounce
Japanese words with direct pronunciation. Thanks to the Contra HQ for this
one. The other meaning behind Contra is like going against, or counter or the
translation of contrary. It can be associated with the game since the "Contra"
here can be the aliens or the heroes who go against the aliens. If you played
the Japanese NES version of Contra or read various docs, it showed that "Contra
is the master of fighting spirit and guerrilla tactics". This is as well a
title awarded to those who have mastered the said skills. This is also the
other meaning behind it. Something a lot of people have made a conspiracy on
was that the name also came from the Iran-Contra affair, which took place prior
to this game's birth. This may be true, but not truly confirmed. People say
that the original game was called Gryzor and Super C was called Super Gryzor.
This, people, is incorrect. Gryzor was actually the European name of the arcade
version of Contra. Even the MSX2 ROM was named with this wrong title. Now, when
emulation became quite a stir, dumps and ROM's existed online which wrongly
named the games "Gryzor". That is where the confusion came from.
I hope this has cleared things up for you guys out there.
===========
D) Probotector
===========
I know what the North American fans would be thinking. They will wonder just
what in the world is this. Well, my folks, this was the European version of
Contra and no one in Europe, maybe even now, has ever heard of the Contra title
of the game. That's right; now you may think it sounds stupid and isn't well
received, but keep in mind that this line of series with the given title is
what Europeans have grown up with. Keeping that in mind, I will try to explain
in basic on what and why the game was given such name.
I learned that Contra was renamed Probotector and some things were changed due
to it being too violent. Probotector is indeed Contra, but just not in the
traditional sense. The enemies (most) and players were given new sprites and
a feel of robots. This was to prevent the depiction of killing going around. It
was also to prevent some complaints made in that region about it being too
violent. Other than graphics and the title, nothing was greatly altered. If you
want to see a Contra game that was altered a lot more, go play the Sega Genesis
version, which was simply titled Probotector. When I played it, I saw no
mention of a previous alien war or anything like that. Also, the player's
selectable characters had very weird name replacements. They are not even
names; they seem more like model numbers.
===================================
E) Wai Wai World 2: SOS!! Paseri Jou J
===================================
Quite a long name for a game, but it is a Japan-only game. In English, it must
mean Krazy World 2: SOS!! and something I'm not sure about. Now this game is
actually a parody/cross-over of many games made by Konami for NES. Among it is
a look-alike of the Jungle from the NES version of Contra. It even has the
music, though changed a bit. The whole level was modified to an extent and the
enemies are all different. You even get to play as a Bill character! The end
boss is not the building; it's a modified Xenomorph-esque alien mounted on some
pod. It shoots a stream of 3 bullets and drops enemies of sorts. The music is
a rendition of Contra's Alien Lair.
++++++++++++++++++
4) Poorly Known Ports
++++++++++++++++++
There are at least 10 Contra games not known to anybody. The majority of these
are derived from the original Contra. Here is just about every Contra-based
game not well known to people that I could find.
===============
A) Commodore Amiga
===============
A lot of people question whether this game exists or not. I really think it
does indeed exist because, first of all, the history of Amiga magazine clearly
states that Konami released Contra for Amiga in 1988; second of all, a friend
of mine showed a box scan (backside) of his Amiga game and one of the Konami
Amiga games advertised was Contra, with a screenshot! Finally, there is the
fact that another forumer at the Contra Database (which is now dead) played it.
Is that enough proof for you abime forumers? :D
------
A1) Contra
------
This is probably the official Contra for Amiga (though not well known of its
existence), made by Konami. I don't have any information on it and I don't own
it either. Just read the information above which supports its existence. If any
one has information on this title, I would appreciate it.
------
A2) Gryzor
------
I don't know whether this game is a different one than the Konami release. This
one was made by Ocean and Sega, possibly only for Europe. If anyone has
information, I'd like it. Please tell me.
=============
B) Sega Gamegear
=============
I also have a doubt whether this one exists or not. Still, it's highly
believable that the game was released. Some people claim to have a Contra game
in their gamegear collection, some cheat sites have a 29/30 lives code for a
gamegear Contra and others claim it exists. For one, I've been looking around
for a while and my friend seems to have had a copy one time. He gave away his
gamegear collection so I'll never get a chance to see. It is easy to assume
that this special Contra port will either be a port of the arcade or NES
version. The game can also be an original one, not involving the storyline,
having new levels and all staying close the side-scrolling formula. It may also
be a port of Operation C. I also spoke with an EB-Games comment maker who had
a nice collection of Contra games himself. Among them, he had The Contra
Adventure for...GAMEGEAR. Whoa.
===============
C) LCD Electronics
===============
Ah, the rare, old handheld. Obviously, this one here is pretty weak in terms of
the handheld system, but hey. What can you expect from a generic, non-platform
handheld which only plays its one built-in game? This game is called "C". Some
versions may have the name Contra labelled, but I have yet to find one like
that . There are two versions: the Japanese and English ones. Both have no
differences in-game wise, but probably have different label design. The
gameplay is totally unique and is nothing like the traditional Contra game.
Still, the objectives and ideas are practically the same. You shoot aliens and
destroy the alien bases. It is not side-scrolling in the real sense. No, this
game is an amazing mix of Contra's 3D-mode, side-scrolling and top view levels.
You play only single player games. Well, I wonder who really comes up with
multiplayer for such low-budget games. Anyway, the music comes right from the
original Contra, though I don't know whether it's from the NES or arcade one.
So, the bosses are nothing unique or special. In fact, they are, all the time,
a wall with turrets/targets which you must destroy, all the while enemies come
at you. They get harder as you progress, but it's still nothing special. Once
you game over, it's the end and restarting time. It's not very easy for me to
describe it myself, since I don't have it, but it seems to be a nice graphic
game for a handheld.
=====================
D) Gameking I/III/GM-222
=====================
The Gameking was a very rare and unusual handheld made by Timetop. It is not
very famous and was not well received by the public. Seeing as it is a Chinese
product, I will have to try really hard to get my hands on a Gameking and some
Contra games on it. There are quite a few models of this handheld out there.
Some include Gameking I to III and a GM-222. A clone of this gameking exists,
called the Gamestar, which is based off Gameking II. That one is a clone of
this pirate-like handheld and it is discussed more at its specific section. The
consoles themselves seemed to have model designs taken directly from other
high-quality handhelds, like Gameboy Advance, and modified it a bit.
-------
D1) Soldier
-------
This, according to the gameking website of English, is a Contra clone. I don't
own a copy of this, so I don't know one thing regarding deep detail. Judging
from the screenshots, it looks quite bad graphics-wise. But what can you expect
from an 8-bit handheld? In fact, for the Gameking, it has pretty good looks.
Gameplay must be really great as the description considers this game really
fun. Soldier is apparently hard, but that's like all Contra games. If anyone
can come across more information about this game or know where to get it, then
please tell me. Comparing this to the other Contra clone, Might, Soldier is not
a very accurate clone.
-----
D2) Might
-----
The title of this game is so original. Wow, I wonder how long the creators of
this game worked on coming up with the title. In either case, some descriptions
state that this Contra game is a more clean, accurate clone than Soldier. I've
never come across screenshots or the like and so, more on this is very well
appreciated. They thought they could mock me as I sit with so many missing
ports of Contra. Well, once I get Contra games like these, they'll see! Ha ha!
Ahem, moving on...
=========
E) Famiclone
=========
Famicom is the original NES system in Japan, but they call it Famicom. It is a
combination of "family computer". Later versions support disks to play the
games. Throughout the history of the famicom, countless foreign/unofficial
systems were made, based off Famicom. They were either to be official for
other countries, like the famiclone called Dendy in Russia, or were pirates. In
either case, these famicom clones are called "Famiclones". Now, I know the
question that is asked: What does this have to do with Contra? Well, it is
interesting to know that it is not uncommon to see tons of Famiclones that have
built-in games. And to add to that, many of them have Contra for the NES. Most
systems like these just have the plain old NES game, for example, the special
Superjoy III. There are some rare cases where some systems may have "hacks" of
Contra. Fortunately, none of these hacks really actually modify the overall
game. The hacks simply modify the gameplay by changing starting level, weapon
and lives. Nothing more is changed, basically. An example of this type of
Contra hack(s) is included in a special famiclone that provides 168 built-in
games. You can access the menu by resetting the system.
The other, most common form of Contra games on Famiclones is through pirate
carts, of course! Lucky for me, I came across about 10 of them which have
original/modified gameplay and graphics. Please do not ask me for anything
warez regarding it, as I will discard the message. I found these games by
myself and I play them with a good reason. Anyway, the majority of NES Contra
pirates are just minor hacks of the game or the game itself. I've come across
a few Contra games which totally modify the levels, making their difficulty
compete with Contra: Hard Corps. Some examples include Contra 1993, 93-Contra
and Super Contra 2. They are some pretty fun and interesting versions.
========================
F) Nintendo Gameboy Advance
========================
Along with Contra, many GBA multicarts also has Super Contra. Contra, Super C
and even Contra Force Appear on several other GBA multicarts floating around
all over the world.
-------------
F1) NES-Like Port
-------------
Incidentally, I found two multicarts for Gameboy Advance which contains some
interesting Contra games. One has just 1 Contra game; the other has 3 Contra
games. The multi-carts are called "52 NES Games" and "61-in-1 Great NES Games".
The former just has an only Contra, while the other one has the three. Guess
what games they are...! Well, they are emulated versions of the NES Contra
games! On a Gameboy Advance, the games are pretty good considering they are
bundled with several other games. To note, the 52 games version has Contra with
more poor sound/music quality and the player's shots are somewhat stronger.
The newer version has Contra, Super C and Contra Force. They all have much
better sound quality and the bullets have the right proportional strength. But
both versions have very shaky screens. Everything, including the 30 lives code,
is emulated! I have a feeling that the Contra and Super Contra that I don't
have on GBA are the same as these... One reason that I would recommend to buy
both versions rather than the better one: Contra with the worse sound quality
has some really amusing sounds.
---------
F2) Contra SP
---------
Contra SP appears to be made from the ground up. However, it is clearly an
attempt at remaking the NES Contra. It seems they haven't gone far. All it has
in the latest version is an early construct of the Jungle level with limited
controls and basic music. This Contra SP is split into various demos and all of
them are single-player. There is no pause function in any of the games.
-Contra SP V02
Possibly the earliest version of the Contra game. That means work began around
2004. The game contains a typical home-creator's dedicated screen right before
the main menu. The title screen/main menu contains the Bill+Lance illustration
from the NES Contra's main menu, as well as the Contra title from the same
screen. There's a little logo saying SP, as well as a supposed Konami logo, but
I know that this wasn't developed by Konami. The bottom shows credit to some
group named Shock's Dev. It says to press start, which will lead to the only
level. It seems to be an early attempt at the Jungle, with a remixed Snow Field
stage track (the main menu has a similar one, but to Contra's main menu). It is
really rough and distant from the NES version layout-wise and the screen is
extremely zoomed in, showing about 20% of the original view. You can't jump
down or fire, nor can you aim diagonally. The level contains some closed weapon
pods. The bridge doesn't break off. There are no lives and falling through the
one and only gap will result in an effect similar to XContra (he will fall back
from the top of the screen). The level stops scrolling shortly after, with a
tangible gun turret (with the orange center) that does nothing. You can't do
anything beyond that. There are varying platforms, but you can't reach the
higher platform (the only one that splits the ground).
-Contra SP V03
This one just seems to add the red sniper, who is also intangible and doesn't
attack. He just mindlessly aims straight, up and down.
-Contra SP V04
This one slightly modifies the screen before the main menu. Probably the most
different version of the four. In the game, there is no level. You just control
the player 1 sprite (from the NES, as usual) in a black screen with nowhere to
go except from left to right of the screen. The top of the screen contains
some stats such as your lives (useless), weapons (useless), your X/Y
coordinates (useless) and something more complex (useless). At least here, you
can shoot. However, it is pretty much pointless since it's just a long stream
of pea-shooter bullets firing left and right simultaneously. There is no music
in-game.
-Contra SP V20
The music has been bugged in-game (you hear it for half a second every now and
then). Now, more of the level is visible, but you can't fire. You also can't
run back. Holding down or up will make the player float up until the air or
down a few metres above the water. That's right. There's a lot more to the
level, now. It is also longer by an extent, now actually resembling the NES
Jungle closely. The weapon and gun-turret pods do nothing and are intangible.
The level ends where the wall boss should be. However, in its place is a long,
thin strip of texture stretching vertically from top to bottom of the screen.
The player's frames of animation are really slow and choppy. The top of the
screen shows the words "Jungle Level 1 Demo".
======
G) Arcade
======
I came across an Arcade machine for sale online. It is called 118-in-1 Classic
Arcade. 118 games are included and among them: Space Contra, Power Contra,
Fighter Contra and Burhter Contra. First of all, I don't even know what burhter
is supposed to mean regarding Contra. Second of all, this machine seems to be
out of stock. Once, my money sufficed to buy that thing, but my parents did not
think of it as a good idea. This doesn't mean I won't buy it. I mean, I have
at least 30 consoles right now and some are gigantic. Why not pick up a simple
arcade machine? Anyway, some people told me that this thing may just be a
variant of those pirate/multi-carts for NES. The name preceding each of those
Contra games may indicate a hacked characteristic. Then again, it may actually
be something new. Only when someone has it and tells me about it will I know.
======================
H) TI Graphic Calculator!
======================
Oh my god! Contra on a measly TI series? Well, let me tell you one thing about
this: simplification. As far as I know, it is probably so simplified and
limited in gaming that it is able to play on the calculator. Now, I don't have
this game on a calculator, sadly. But who really comes around looking for
games to input on their graphic calculator? Maybe a few, though I sometimes
wish I had this. From the information I found, I know that the player can fire,
jump and waste enemies. The jump is the classic roll-up ball and the bullets
are visible pixels which make enemies disappear. You can't die here and the
enemies don't shoot you at all. There is only one level, which is surprisingly
long (assumed to be the Jungle since it has some resemblance), and you play it
three times in a row. The goal is to try and shoot as many enemies that pass
you as you can and get the highest points. What makes it hard is that you don't
control your running movements; the screen moves by itself and it isn't exactly
side-scrolling. It resembles the MSX2 and CPC versions, though here, the screen
moves like a typical handheld. In the first run of the level, the screen moves
slowly and it is impossible not to hit all enemies. After that, the screen
moves faster each new run. The reason for the jump button is to pass gaps, in
which if you fall, you lose a nice chunk of points; there is no limit to lives.
The jumps are not too hard and seem more of a last-minute attempt at stopping
the player. You start with the pea-shooter and you don't get any more new guns.
Those Contra fans out there who are still in high school or college will
probably like this when they are bored with nothing to do in class.
Oh, and this is just for one version. Multiple versions of Contra exist for
the Graphic Calculator and for different models.
UPDATE: I managed to track down all Contra games for the required TI
calculator. All games have no sound, duh. As an embarrassing note, I wound up
buying a TI-85 just for its Contra games. Well, it was worth it and now I can
learn more on the functions of a TI-85. :)
------------------
H1) TI-83+: Contra 83+
------------------
The TI-83+ is probably the most used TI-model of graphic calculators. This
Contra game was amazingly made in Basic, by Bryan Thomas. He made 2 versions:
a demo and the full one. The demo just had the first level and a different
title screen. Now, this Contra game is completely unrelated to the Contra
series; it has 6 levels, all are different. The story revolves around Mad Dog
going after Red Falcon to save his brother, Scorpion. Now, something
interesting is that Red Falcon looks like a mutated soldier/alien, wearing a
helmet like a soldier. There is only one weapon: a limited-range, "whip" of
streaming bullets. The more powerups you pick up, the longer its range. The
enemies don't move, but if you get too close, they can shoot you. Their weapon
is the same as yours, but theirs don't have different length, though the range
depends on the enemy: sniper or gunner. The controls are rather unresponsive.
This game includes mines, enemies, gaps, water and bosses. The walls have no
collision detection, so if you move past one, you'll fall to your death. The
jump is not the summersault one and it will last longer if you run first.
Pressing down will not make you duck; you'll drop to the lower ground, if any.
Otherwise, you fall to your death. The boss of each level is the same guy: Red
Falcon. Here, he is like a long snake-like alien-soldier, as mentioned before.
The more levels you progress, the taller he becomes. To kill him, you must take
out his arms, that are one on top of the other. The later the level, the more
arms. His arms have lasers, which lengthen on each level. You can only shoot
horizontally in the game, so platforms are at the boss for you to climb and
shoot. Each level you beat, you get more points and some more memory for your
TI. Yay! At each new screen, you can save, but no matter where you save on the
screen, you'll be at the start of the screen again. At the boss, you cannot
save, making it that much harder. Also, if you die, your gun range is back to
its first level. It is recommended that if you lose a life, just reload the
game. EVERY powerup is crucial to survive. You start with 3 lives, but gain one
after each level. There are three difficulties: easy, medium and hard. The
first two will result in you being asked to play it on hard. On hard mode, this
message does not appear. Also, the higher the difficulty, the more the enemies
shoot. Red Falcon has 2 attacks: its laser and a big wall of two-column bullets
that reach far enough for you to stay out of range. The bosses take more shots
in the harder difficulties. When you kill one of Red's arms, it won't shoot.
After beating each level, your character, Mad Dog, leaves the level in a
similar fashion to Mega Man leaving a stage in the X series. Game over results
in showing the high score screens. Same with beating the game, which also shows
yours stats on the playthrough, plus some text speaking of how Mad Dog saves
Scorpion, they get out alive and are closer than ever.... Wow. The six levels
are (in order): Cascade Beach, Sewers, Swamp, Factory, Canyons and Red Falcon's
Layer: Mine Castle. Each level tests your skills on several tasks, such as
jumping puzzles, enemy wipe-out, path negotiation. This game ignores the screen
scrolling formula and follows a screen-by-screen method, like the MSX2 and
Amstrad versions. You are offered continues, but only 3. The demo and full
version are single player.
Overall, I didn't like this Contra very much; it always scared me because it
would cause errors on my calculator.
-Demo Version
The demo version ends at level one, giving text about how the demo ends and be
sure to enjoy the full version and there are no difficulty settings.
----------------
H2) TI-83: Contra 83
----------------
The TI-83 is a less advanced edition of the TI-83 series. Either way, the
Contra on it seems more like the original than the one by Bryan. This one is
less complete and much smaller than Bryan's, but still great to have. There
is only one weapon: the regular gun, which is accurate to the original. There
are no levels at all: it is just your player running in blank space with some
weird tile texture stretching up, then down and repeating. You can jump, which
is the classic summersault and the sprite is similar to the original. You can
also shoot in all eight directions. There are NO enemies either and you can
duck. Enjoy this demo, in which it actually scrolls! There are no lives or
continues because you can't die, but does that matter? This is a 1-player game.
------------------------------------------
H3) TI-85: Contra 85, Demo Scroller & Commando
------------------------------------------
Erik Huizing, a now defunct and unknown professor, created three interesting
Contra programs. The first and earliest one has the character similar to Bill
in design, who cannot shoot diagonally around, also can duck and summersault
jump. The title screen has a nice Contra word with the special "C" font. There
is only one level, where it scrolls decently and the enemies don't move. I find
them rather silly, especially the stereotype ghost! But it is fun. You can
shoot them and there is no boss; it ends after you run for about 15 seconds.
The background has some nice buildings, giving this a city feel. The player has
3 lives and no continues. When you aim up, the character gets on one knee. The
second one is not exactly a game, and it is a lot less complete than the
others. It is just a background scroller, showing slopes and special terrain.
After all terrain scrolls from left to right, a message says that it is the end
of the demo. The third one has no real level, but a flat ground that your
character runs on. He resembles the original. He can only run and aim 7
directions (excluding straight down). There's no jumping or shooting, but you
can duck. The level goes on forever. All the playable ones are single-player.
The Demo Scroller, along with the Gryzor Clone, are the only Contras to feature
sloped and inclined surfaces, which is a big plus since inclines in Contra were
only first implemented starting at Super Contra. The fact that a graphic
calculator can pull this off is in fact a very big impression.
----------------
H4) TI-89: Contra 89
----------------
This is more of fun enemy-shooting than completing a goal. There are three of
them: developmental version, later version and most recent one. The earliest
one is buggy and you must start the game before the title screen scrolls. An
interesting thing about all three of the games is that the screen is almost
identical and scrolls the exact same way like in NES Contra. The first demo,
you have a life bar rather than lives. It reduces confusingly and you can get
hurt by touching bullets and enemies. It is depicted as a few hearts. There are
no continues and just one, never-ending level. Your character is a weird stick
man and he shoots the pea shooter only. This one is single player. In the later
one, you can choose 2 players! But it is not even complete and will lead to the
game to crash. The level is the same as before, but you have lives, now (3) and
have 3 guns: the regular pea shooter, machinegun and spread! Once game over, no
continues. The next one implements some bug fixes, but that's it. There is only
one enemy type in all three games and they are all the same: a stick figure
like your player. Something interesting is that they can kill their own kind by
accident!
You can get these amazing Contra demos at ticalc.org.
===========
I) Amstrad CPC
===========
Wait, people! There is still two more Contras on the Amstrad CPC! I think the
first one was more complete and better looking than the two, but the second one
features something that was never in just about every other version: sloped and
inclined surfaces!
-------
I1) XContra
-------
It took me a while before I believed this was related to Contra. This game is
not a commercial release. In fact, profit of its distribution was never a goal.
This game is called XContra and it was just a demo released by FaceHugger who
never finished this project. Comparing this one to Gryzor on the same system,
I would say XContra would have gone far. There is only one level, which is a
new one, but appears to be a forest/jungle area. Considering how things were,
I can say that this was at a very early stage of creation. There is no sound,
no lives and the player cannot fire. Firing makes the character shake like the
recoil of the gun, but no bullets. There are no enemies that pose a threat. But
what made me laugh was seeing miniature Mario sprites (Super Mario series)
running past you. They don't get affected by anything. Another feature that
clearly boasts this game's early stage of creation: if you fall into a pit, the
sprite will fall down from the top of the game screen as soon as he completely
disappears at the bottom. The whole level comprises of several height-varying
platforms, gaps and even water. The jump is that classic roll-up ball. The
end of the level has a boss already waiting for you. He is very big and covers
up the right side of the screen. This one resembles the level 1 boss of Contra
3: The Alien Wars. Firing causes him to turn white, as if he's dying, but it
doesn't do anything. If you go and touch him/try to go through him, nothing
happens to your character. If you keep running past him, you'll cause the game
to scroll left and make complete blue screen come on, like a film-strip. Once
you're in the complete blue screen, you'll fall to the bottom of the screen
and come back in from the top non-stop. There is nothing beyond this. The
screen actually scrolls here, unlike Gryzor. I also like that the character
has more frames of animation, giving it a smooth motion. It is, in fact,
smoother than Gryzor. Controls are similar to most CPC games: jump button is
the same as up; you can only duck by shooting and pressing down. Otherwise, you
will drop to a lower platform, if there is any. Only the front part of the big
boss appears. Oh, and if you even try to go further through the blue screen,
eventually you will come across the quarter-bodied boss, who is floating in the
blank, blue screen. Go a few steps past him and you will crash the game and
return reset the system. In case anyone's wondering about how I played this on
my CPC if it was just a disk image: my friend helped me convert it to an actual
blank CPC disk. As a quick note: if you want to run past the big monster, wait
about 10-15 seconds. When you go early, the screen won't go any further for a
bit. Don't worry about the boss; he won't do anything to you. He can't hurt
you, nor will he try to with some projectile or hitting attack. Besides, you
cannot die, didn't I already mention that? What he does, though, is makes the
ground shake by some of his animations.
------------
I2) Gryzor Clone
------------
This game was never finished and just contains some really in-early-stage
development materials. One program is the game/level editor, which can't really
be used much since it's buggy. A "scroll" program makes the screen scroll
through the whole level, showing some nice colors, background, trees, islands,
water and the cool inclined surfaces. It also shows multi-level platforms and
background snow mountains. Running a "Manscrl" program shows the player sprite
(and this is a new one) running in water infinitely (you can't control him).
"Moveguy" this time allows you to move your player, but any key you press moves
him to the right and that is all he does. You move him through the last bit of
background shown in "scroll" and this background repeats over and over. That's
all there is to this.
======================
J) Tandy Color Computer 3
======================
Ah, yes. I remember when I first got my Coco 3. I was in the first grade and
my uncle just wanted to drop it by. Up until January of 2007, I thought there
would be no use for that old computer. I was even about to sell that old
vintage computer... Until I learned about a Contra game for it! I was so
surprised and excited about it. I learned that the game was called The Contras,
and it was for the Tandy Coco3. It required the 512k version. I got worried. I
took a look at the box of the computer.... Yes! It was the 512k version! Now,
the line of Coco computers were not meant to be competition to any major PC
companies. Instead, they were supposed to be a nice little luxury to have some
fun with. It was a low-budget computer. Onto the game now. It was made by
Sundog systems, by two people. At first, Doug Masten began doing work on it.
Later, he quit continuing on it because of some reason, so he handed it to Jeff
Steidl. It is based off the NES version, but only has three levels from it (and
they are somewhat modified). The game does however include three new levels not
seen before. They are more like level hacks of the previous three levels,
offering new challenges and difficulties. From the looks of it, this was to be
a really cool game. Credit to Curtis Boyle for providing some extra info about
the game's background. On with it, then.
-Gameplay
The gameplay is actually very good here and is similar to the NES Contra. At
some points, it is much harder and at others, easier. The enemies seem to shoot
rather weirdly: a pattern of bullets that can be exploitable. It also seems
that their AI was watered down and they seem much easier to bypass. They don't
seem to aim in all angles, especially down, so you can get away from them. The
gun turrets are also very weird. The first type of gun turret that has the
red-orange light blinking just shoots in three directions automatically and
does not aim at you no matter what. The other type of turret just spins a full
circle clockwise shooting in the eight magnetic directions randomly, rather
than tracking the player. The three levels from the NES version are the Jungle,
Energy Zone and Hangar and that's the order in which they are played. This
game seems to discard the whole alien idea and follows with a taking down an
army of sorts. There are only two weapons, which seem pretty much alike: the
regular pea shooter and a machine gun. The machine gun fires faster, but you
must rapidly press the fire button, rather than holding it down. Either case,
the regular pea shooter is still extremely fast. When shooting powerups here
and there, you will come across the other guns, but picking them up will not do
anything. The lives system is still buggy, as you start with three lives, but
get more when shooting the first few enemies at the start of the run. Once all
the medals are gone (the lives symbols), it is game over, where you get a few
continues. The jump physics are different, but somewhat better since you jump
higher as you hold down the button and you stop moving immediately if you let
go of the right/left button. There are very few enemy types here. When you die,
your temporary invincibility lasts rather long here. Something interesting
about most enemies and bosses is that their bullets are all the same: a bullet
resembling a snow-flake due to pixelation. There are no grenades, bombs, etc.
The enemies don't continuously come after you; they appear at a preset point in
a level and don't keep appearing again. The B powerup makes you blink as if you
just died, but it lasts long enough. This version has multiplayer. The Konami
code is not in here.
Level 1: Jungle
This is almost identical to the NES Jungle. The graphics are obviously plainer.
The only real difference is the enemy placement and amount. The bridge seems to
break down rather fast, but you can still outrun it. If you touch the building
entrance, you die. There is nobody guarding the roof this time.
Level 2: Energy Zone
This level is identical to the NES one. The differences again are enemy amount
and placements. The scary lasers/flamethrowers are much slower and easier to
evade. Your jump physics makes the level's gaps easier. The gun turrets enemies
shoot the snow-flake bullet, but it appears stuck in their gun for 1 second
before being launched. The boss is not that armored troop. The entrance is
still there and it is blocked by a turret gunner. Along with that, a horde of
enemy soldiers jump up out of the closed door. Once you kill the turret soldier
and running soldiers, the building door blows up and onto the next level.
Level 3: Hangar Zone
The level is actually called Hangar ZONE. I don't know why. Otherwise, it is
accurate to the NES Hangar. You character's unusually large sprite makes it
hard to evade the impaling spikes. Still, practice makes perfect. The moving
carts are missing, but are not needed due to the modified jump. In the original
NES version, the wall of spikes would spring up when you're really close to
them, giving a surprise attack. Here, they spring up when you're a few feet
away, making it easier. The boss is almost the same, only the enemies don't run
at you no matter what. The gun turrets built underground shoot those snow-flake
bullets instead of grenades. For some reason, if you shoot the cross up close,
it will die in 3-4 shots. You cannot destroy the gun turrets under the ground.
Level 4: High Lands
This is a nice hack of Jungle, and it reminds me of this pirate Contra game
that had a hack of Jungle (and every level for that matter). There are some
points that shine on how this game was not completely made and was rushed. You
can swim in the water and suddenly fall to your death in a long patch of water.
This level has the same boss as Jungle, but it tests your patience, skill and
quick-thinking by its jump puzzles and hard situations. At one point, you're
on very small ledges and enemies are aiming at you from all around. The best
way to do it is take them out right away. Or, just get killed and jolt passed
them.
Level 5: Synergy Zone
"Synergy Zone": Another example of how the game was rushed out. I still don't
know what Synergy means, but I'm too lazy to look it up. This is a hack of
Energy Zone. The challenge here is harder situations with the flame/lasers
and a LOT more enemies going at you. When fighting the "boss", who is the same
as the Energy Zone here, a laser is at the left side of the screen, trying to
zap your ass. It's just a last-attempt to thwart you.
Level 6: Enemy Lair
The level's name is another hint at how the story is about you in a regional
war rather than an alien war. This is a hack of Hangar Zone. It is probably the
smallest level among all levels in the Contra series, save for the TI versions.
This contains very few enemies, including two in a small jumping situation and
it is somewhat tricky. Another tricky part is shooting out the flying pod that
contains an M without dying by the elevated snipers at the jump situation.
The boss here is the long-awaited and expected boss from the NES Energy Zone:
the Armored Troop. Here, his graphics are slightly different, having some black
coating on his helmet and around his shoulders. His attack is still the same.
He sometimes crosses the screen and back and even fakes it. You can tell the
real one and fake one apart because he jumps forward when he fakes it. This
guy is not too hard to kill, but he takes LOTS of shots to succumb. Something
that makes this level stick out of the whole level set, let alone the whole
line-up of Contra ports and versions, is that it has a weird background item: a
gray and plain block reading "Go Back" and it has blood spilled on it. The
blood makes a trail from the background into the foreground and level. Its
design looks so rushed with crooked sides and missing "pieces". It also appears
to be floating off the ground. This is another sign of how the game is rather
incomplete and rushed, giving it a touch of the horror genre.
-Sound/Music
The sound was well done here, for the Coco3, though it is limited and inferior
to the NES version. This is one of few titles to use multi-voice music and
sound effects, so it gets bonus points. The music is always the same no matter
what during gameplay. It is the jungle music from NES, but it has its own
modifications and extra beats. Sounds alright, but rather repetitive. What can
you expect from a Coco3 game? The only other music is this new one for the end
credits. There is no game over music.
-Graphics, other stuff
The graphics are almost the same as the NES version, though quite plain and
rather dry and crummy. It still looks so nice. Nothing new was added except the
infamous blood-coated block. It is rather unfamiliar to see blood like that in
such a game. The title screen is very similar to the NES, as it scrolls. The
font is different and the side-by-side Bill and Lance graphic is not present.
The name also has a tiny "the" added, along with credits to Doug and Sundog.
After beating the game, you get end text similar to the NES version, though in
a different font and placement. The credits are also different. One new music
is present, and it is during the end credits. Sounds rather nice and satisfying
for the game.
========
K) Gamestar
========
The Gamestar is supposedly an improvement to the Gameking. It doesn't have that
many titles for it yet and I don't know much about it. It does have a Contra
Clone on it, called CS-1. I don't know who decided to put such a God-awful game
name. Sounds more like a model number or production code than a title. This
Contra clone is basically Soldier, but with a "character select" option.
===============
L) PSP Game Player
===============
Nope, this is not a PSP enhancement or variant, though its design is similar.
Too bad, because this is a stupid and poor attempt by Jinka Company at getting
good sales. How lame. The Contra clone here is CS-1, which is identical to CS-1
from Gamestar, which is a variant of Soldier for Gameking.
************************************
--------------Extras----------------
************************************
+++++++++++
5) Life Contra
+++++++++++
When shopping for famiclone carts down in the Asian areas, I came across a
multi-cart (4 games in 1, to be exact). As you can guess, the word Contra got
my attention on this one. But it wasn't just a multi-cart with one Contra game
on it. This one claims to have a "Life Contra". Well, those who know Konami's
side-scroller games well should know what this game really is, especially with
the similarities. If you didn't know... it is just Life Force. It's sad because
the only actual mention of Life Contra in the game is at the game selection
menu. They didn't even put a little effort to hack the game's title screen, so
it still reads "Life Force". This reminds me: if anyone knows what to tie
Gradius with, could they possibly tell? I mean, Contra is like Life Force in
that losing a life would not make you start for a checkpoint, but just continue
from there. In Gradius, you get hit and die, you restart from a checkpoint,
assuming you got one. I'm wondering if there is any Konami side scroller which
connects this parallel similarity...
++++++++++++++
6) Contra Fighter
++++++++++++++
Now, the title itself will intrigue and confuse many gamers. This game title
was mentioned in a foreign language wikipedia article on the Contra game. It
is dumped into emulation, but completely rare. I came across this through a
multi-cart in Russia. Don't let the title fool you. This pirate Famicom game is
nothing but a hack of GI JOE for NES. The only connection of Contra at all is
a title change. That's it. Just the main menu title being Contra Fighter.
Despite this, the GI JOE game was hacked a bit more than just that. The other
change is that the characters (and their affiliate graphics) are hacked: they
are characters from Street Fighter. We have Ryu, Guile, Chun Li and Zangief.
The GI JOE leader is also hacked, but it's a woman that I have yet to identify.
As a side note, this girl does not replace the image shown when you pause the
game and choose a character. The text is also modified to accompany the "new"
characters. Your best bet at this game is emulation, unless you're crazy enough
to go to a pirate market somewhere in Asia. Me, I went there for a work
assignment. But does it hurt to do some nice little game shopping?
Ahem, enough of me. Let's move along!
+++++++++++++
7) Final Mission
+++++++++++++
Depending on where you live, this game will have a different name. In Japan, it
is called Final Mission. In the US, it is called S.C.A.T.: Special Cybernetic
Attack Team. In UK, it is called Action in New York. How does this NES game
relate to Contra? Well, this one here is a side scroller; the guns have visible
bullets and mainly the player sprite. The player sprite seems to be a rip-and-
then-slightly-modified version of the ones from Contra or Super C. The only new
thing added was his jetpacks and a frozen gun. He also has less frames of
animation since he's not walking (I think this character set was used in this
special Contra pirate I have.). The guns themselves are also a bit similar. In
all other cases, the game is totally different. There is a different storyline,
different theme and setting and different type of levels. The levels take place
through parts of the city and you're taking on a bunch of machines. You also
don't jump here and the screen scrolls by itself. If anyone really has some
interest in this game, I recommend they buy it. It's a really worth game.
+++++++++++++++++
8) Journey to Silius
+++++++++++++++++
This is another great NES game. In Japan, it's called Raf World. Due to some
struggles and mishaps throughout the making of the game, including the loss of
a license from another company, this game may seem confusing. But most people
like to play games for their gameplay, right? Well, this is a prime example.
Despite being a rather unknown game among NES fans, it was (and still is) a
really great gem among NES collections. The most outstanding feature of it
would be the music, which is unusually strong and high-quality for an NES game.
The majority of the gameplay may feel like Mega Man, but it still holds lots of
Contra traits. For example: Visible bullets, similar guns (regular, machine gun
and spread/shotgun), linear gameplay and levels and end-of-level bosses that
have a weak spot. You can fire while ducking and the like.
++++++++++++++++++
9) Contra Appearances
++++++++++++++++++
Elements or contents from Contra have appeared here and there every now and
then. I've come across a few on the internet and through playing a game. I'll
name the ones I know so far.
-Action Doom
Action Doom is a Doom 2 "enhancement", though that isn't the right word, here.
We at the Doom editing community call these things "mods", while there are
others that call it add-ons. This mod is specifically for a Doom source port
called ZDoom. If you want to learn more on zdoom and source ports in general,
type in "doom wiki" in google and you should find it. It is easy to find the
"source ports" link in there and it will link to Zdoom as well. To get action
Doom, just go to zdoom.org/wiki and click on "wads created for ZDoom". It is
called Scuba Steve's Action Doom. This thing is really cool. Enough about this
description. Where does Contra appear in this mod? Well, at some point a bit
near the end of the game, the player comes across an arcade-and-cafeteria that
was attacked and became a total massacre. This place is full of trivial goods
and references to real life things, like drinks and especially the games. One
of them is none other than Contra. You can't play it, though, unfortunately.
-Sega CD Snatcher
This is another Konami game, but I don't own it and don't know much on it. The
game features a bar/club where the people would dress up as someone for this
party. The two main characters in the game look in front of the group of people
in the crowd to see two guys dressed as Bill and Lance. They say it would be
better not to mess with these guys.
+++++++++
10) Homebrews
+++++++++
There have been countless occasions where I've come across people who had
Contra on some system that it wasn't supposed to be on. Well, how would they do
it? Through homebrew hardware, of course! This basically means they play the
game through an emulator that they placed onto that system which would usually
not have had the Contra game. If you wonder why I don't mention those... well
don't waste my time. You might as well pick up an emulator and play a Contra
game that is for the system. As well, mentioning homebrews would mean writing
about SO many of them. This is because you can put emulator on several systems.
So, there really is no point.
++++++++++++++++++++++++++++++++
11) FAQ (Frequently Asked Questions)
++++++++++++++++++++++++++++++++
Feel free to ask away any question regarding the ports, versions and this FAQ
itself. I received this throughout the makings, as well as after the first
release.
Q: Where/how did you get such information on these games?
A: Well, for all the games I have, it should be obvious. I played them :P and
gathered a huge pile of information regarding them. For information one would
not find in the game or its packaging material (manual, cover, etc.) I would go
on the immense world of the internet and research it. For the games I don't
have, I would research it. Still, I would appreciate it if people can send more
information about things I missed. By the way, half the information here (all
of it is genuine, believe me) on the ports I have are through personal
experiences with the game.
Q: What is with the "+" and "-" stuff up in the Table of Contents?
A: Heh. Good question. Well, they indicate the ports I have and don't have.
Q: How did you manage to find and own some of the rarer and much more invisible
game systems?
A: Well, considering the era I grew up in, it was not too hard to pick up these
old and bold game systems. Nowadays, they are almost impossible to find in
proper condition. By the way, the ports that I do have are ones I actually have
for the systems themselves, not emulation. However, I did come across some...
"things" online. <.< Anyhow, it's time like these that I feel happy I didn't
throw out any gaming computer/console system.
Q: Can you help me find some of the Contra versions and ports?
A: I could, at best, try. If it concerns some of the older ones, like the ZX
Spectrum ones, sorry. My greatest advice would be to scan Ebay crazily and also
dig into some even-now working online vintage stores. What's funny was that I
actually came across a Magnavox Odyssey (Probably THE first home video game
console EVAR.) at a local Microplay. It really sickened me that the cashier did
not even know how to even use it or know its specialty. So I bought it off the
incompetent idiot. Back on topic, now :D UPDATE: Sorry, I can no longer help
you.
Q: Can you send me some ROM's and stuff and stuff?
A: No. Don't ask why.
Q: Hey, man, I found some more info!
A: Great. I'd appreciate it if you can send it.
Q: You're wrong! The Japanese version of Contra is Gryzor!
A: Nope. You're wrong. Try researching it. As I've already mentioned way up on
top somewhere, Gryzor was mistakenly given to ROM's available of the Japanese
version of NES Contra and to the MSX2 version. Some other stupid idiot also
gave a description to this miss-named ROM: this game has a sequel called Super
Gryzor. The only actual genuine Gryzor was the name given to the European
arcade version and the three Euro-oriented computer systems. Also, if I didn't
mention any of this before, my bad. Nothing more to it.
Q: Your FAQ sucks and it is crap and I don't believe all the ports and I'm sad
and I hate you...!
A: Why, thank you. Don't be mad just because you're jealous and are upset that
I have all these Contra games. Some of these, I busted my ass off looking for.
I'm probably not the best Contra collector out there, either. There is probably
some guy who also has the Gameking ports, or even the Amiga ports that I envy
so badly. (Though ATM, I don't know anyone who has more Contra versions than
me :P. As another note, I know the above is not a question, but who cares?)
Q: Hey! Why should I give you information I find while you can't give me the
ROM's that I want?
A: Ok, fine. Let's put it this way: How about I give you squat and you snatch
me 6 cars from the local dealer. Fair? Didn't think so. But look at this: with
information you can share with me on the Contra games I don't have, I can get
this information on the site. From there, someone else has a better chance of
picking up the game and he'll probably dump the ROM image. You can take from
him, then. It's how it works with some ROM dumpers...
Q: Are these all the ports of Contra that ever existed?
A: No, because, first of all, Konami or some other company may release a newer
port in the future; second of all, there may exist some rare and unofficial
ones that I never heard of.
Q: Are you interested in any other game?
A: Despite the tone of question that is, I will answer it. NO... Haha, just
kidding. My addiction of gaming started with Doom (!). I first had Doom2, then
Doom 1 (or Ultimate Doom), then Final Doom. I slowly got fascinated by the
various ports and versions and unofficial CD releases. I even got some alpha
and beta versions. I wanted to get all Doom merchandise that ever existed. I
learned later on that the majority of it is no longer available anywhere. I
came back to my Contra collection and noticed their vast differences and the
like. I decided to collect Contra games and just games, not merchandise. A bit
afterwards, I somehow moved to the Metal Gear series and tried getting all
games, there. Once I picked up Super Contra X, I officially came back to Contra
and am trying to continue collecting. Since I watch wrestling (WWE, of course),
I also play especially wrestling games. Among others, I do have plenty of
other games. It's just that I don't have much interest in them, with the
exception of Ape Escape. I created some construction plans on paper of this
convenience store I'd like to build with some friends that will move from a
cozy gaming/snacking front to an interesting Contra game display with machines
for people to play them on. Despite this, I still look out for Doom or Metal
Gear games every now and then. It's just that I noticed that I have more Contra
games for a collection than the other two ;)
++++++++++
12) My 2 Cents
++++++++++
Alright. So here, I'm going to explain my opinions on the Contra games I own.
-Arcade: Contra
Among all versions, this is the most important version in the series. It should
be to anyone. Contra started on Arcade and continued on to make an epic series
of games. This is what started it all. Even though time went by and newer ports
and even sequels of this game dominated it, it still stands at number one in
the power scale. I personally feel the control is sluggish and hard to perfect.
The music is quieter and inferior to the NES version. Even the sound is a bit
faded. To be honest, I preferred it when the last level, or final four levels,
were split up. The transition of the terrain between the Snow and Energy Zone
level was just terrible. It just suddenly changes color. Even the later parts
change terrain and environment too quick and sudden. I also really hated the
frustrating Waterfall level boss. It is in fact harder than the NES altered one
and most people would probably lose their life right about here. All in all,
these few flaws do not stop this game from being among my favorite.
-Arcade (Playchoice 10): Contra
My thoughts to this game go out almost basically as with the NES Contra. They
are both the same game, after all. The only things that really bug me are the
in-game time-limit to play as well as using a game stick rather than a D-pad.
This, as well as Super C, bundle together as some of the Contra games that
earns me some money when my friends are over.
-NES: Contra
This has gotta be my favorite Contra of them all. The graphics are very nice
and colorful. It has some really nice orange in there...my favorite color. It
is probable that the NES version has superior graphics to the arcade original.
This was the first Contra game I had and THE first game I ever played. It
brings back many memories and it's still very cool. I'm always gonna have fun
with this game. The music is nice and very addicting. It contains tracks that
were what I first hummed in my life. It is very hard. I actually beat Super C
on the NES before beating this. The split levels really make this game make
more sense in terms of how you get from one area to another. Oh, and play the
original Japanese version of Contra on the Famicom. You say that there's
nothing impressive in that, I know you are lying. You can notice a graphic
difference in the powerups: there are no gun-sprite powerups, they are all now
falcons. One problem with this game is the one-time use of the Falcon bomb. It
is only in one level, in one specific place and the situation in which it is
used in is almost ridiculous. There are people who are better off continuing
without shooting down the powerup and they wouldn't risk losing a life. Even
though the game was massively modified and extended in terms of gameplay and
levels, it is a bit too easy compared to the Arcade one. One good change would
be the replacement of the weird building atop the Waterfall with the crazy
arm-swinging alien. Not only does it provide a fair use of aliens, it can be
beaten without stress and hesitation. The Japanese version is slightly tougher
since it starts you one difficulty higher than the one in USA. I've beaten that
one, too, but it sure was a pain in the ass. When it comes to Probotector of
this game, my thoughts are almost the same. I just don't like the use of robots
instead of humans and aliens, though.
-IBM PC Compatibles: Contra
Yeah, to be honest, this has got to be one on the down-low. Gameplay kind of
sucks with some terrible controls, like a separate button for diagonal aim as
well as stop running. Of all the times I've played it, it has never been easy
to even beat the third level. I'm sorry, but a game like Contra was never fit
as a CGA game for an IBM PC. 'Twas a bi*** to find this gem, but was it worth
it? Graphics are sub-par, although it ties with the ZX Spectrum version (but
that one is nice to look at and more beautiful). Music.... one of the things
that makes Contra more alive. This has nothing (well neither did some of the
Ocean games, but this is a Contra, man!). The only sad thing I guess they want
to consider a music track is the beginning where these sound effects increase
and decrease fast in pitch. The beginning story was also lame. It says to
"destroy the flashing red targets at the end of each level". Most fans would
know why this is stupid and totally warped. Not only is this game hard to beat,
you don't even get a good ending! Well, there are probably some good sides to
this. Like being an accurate port. That's about it. Only get this if you're a
major collector, though it could have some play-time value.
-Microsoft Windows: Contra
This game is essentially the same as the NES. In fact, apart from the extra
features, there is no difference. The keyboard can be an excellent alternative
to the gamepad to some, while terrible to others. I personally think it is
just as convenient. The new features this has like save/load states is a rather
nice addition. To the veteran players, this may be WAY too easy for them. To
the newbies and weaklings at the game, the save feature is a gift. It is
overall a great addition to the collection and my thoughts to it go out to the
NES version as well.
-MSX-2: Contra
A really interesting Contra game to have. It's changed enough to be almost an
add-on or expansion edition due to the several new levels. Contra for the MSX-2
is among my favorites in the collection. Despite being changed more than any
other port, it actually had the original Waterfall boss fight from the arcade,
unlike the NES. It is actually easier to beat here than the arcade, so I think
it is great either way. Graphics won't be much for picture-suckers, but to
hardcore gamers and Contra fans, it will be quite alright. Music is great,
having most of the tracks from the original: something most ports lacked. The
sound was not the best and was worse than the NES version, but I don't care.
Contrary to the traditional screen movement of most Contra games, this one
does not scroll. Rather, it moves from screen to screen, each next screen
portraying the next section of the level. I don't think this a dissapointment
and it does have its advantages and disadvantages. The new levels all provide
a slightly new challenge each time, but it may overall start to get repetitive.
The effort of making the game may at times appear poor, like the two lava
stages having the same name. Sometimes, the action may seem plain and quiet,
especially in the base levels. One thing that I feel they shouldn't have taken
out was the Spread Gun. That's right. There is no Spread gun; it is replaced by
a two-way gun which fires bullets from the front and back of you. The rear
bullets seem to come out of the character's ass, which is how much this gun is
worth: ass. Of course, as I mentioned in this game's review, I managed to hack
and modify the game's stored value of the current gun and found some few guns.
One was the unique claymore gun and there even was a Spread Gun. Anyway, this
game is just single-player, which is bad because simultaneous two-player games
gave Contra that much more fun and comforting from the difficulty, which brings
me to my next point: difficulty. At times, the game is really hard to beat,
with some really intense and nerve-wrecking situations that result in a game
over. Other times, I just skim through almost scratch-free. I can't predict the
difficulty and I bet it is unstable. It is just up to several opinions. I think
it is worth having this one, though. It has several new levels which you can
play (though most new levels just have a lame boss which is a major wall target
surrounded by shooting targets) and some special new challenges. A major
difference a Contra fan could notice in the gameplay is the life bar. This is
sort of an advantage, as well as a no-plus. Of course, a life bar means you can
get hit a lot more before actually losing a life. But it drains out way too
fast and you can get hit (especially surprise ones) way too much and there goes
a life. Not just that, you need about 50 000 points to get another life. Now,
this may seem easy, but it isn't. In the most crowded sections, it could take
up to 5 minutes to gain a life because the enemies take so long to get onto the
screen. To make things worse, there are no continues, which make your lives
serve as the continues, only you can gain more. There are also instant deaths,
which make you question the point of life bars, anyway. A visual gripe I must
mention about this game is the continuity between screens in a level. In one
screen, there may one half of a gun turret at the end. When you go to the next
screen, the whole thing will appear somewhat away from the side of the screen.
Most people would not get this game due to such let-downs. But for those who
favor vintage, vast gameplay variety and just simply Contra interest, this one
definitely fits in.
-Amstrad CPC: Gryzor
Gryzor for the Amstrad CPC was an in-house developed game, which only saw a
European release. The game was not perfect, but I have to give credit to Ocean
for making such a beautiful port. Graphics-wise, this game was excellent. Its
graphics were superior to the Commodore 64 and ZX Spectrum versions, even their
"DOS" Gryzor game. I'm not sure about the Amiga game, though, since no one can
find out, either. Some may say that the graphics looked horrible, well I say
that you out there are no true gamer. Of course, like most Amstrad CPC games,
Gryzor has notable pixelation. But what this game did with this flaw is what
other games on the same system should have been doing: Taking advantage of it.
Yes, maybe it wasn't intentional, but Ocean made it in a way so that the
pixelation adds more detail to the game and environment, especially in the
Jungle level. Like the MSX version, scrolling isn't the way of screen movement.
It goes screen by screen. But hey, it's not a bad thing at all, here. In fact,
the screen transitions make more sense in terms of serial continuity and give
the level a more realistic feel. For example, if you see a part of a weapon pod
(in the ground) on the current screen and move to the next, the other part will
be there, almost place-perfectly. The same goes with enemies. That's attention
to detail. In terms of sound, meh, it's alright. It's not the best and it
certainly sounds worse than versions like the MSX, NES and Arcade. But hell, it
is A LOT better than ones like the C64, DOS and Spectrum versions. Music may be
a problem to some. Depending on your machine, you may have no music at all. The
464 does indeed support music, but it's very limited. The 6128 makes no
apparent changes to anything in the game. But in terms of what this game has,
as I've mentioned way up, there is only a credits/high-score screen music and
one in-game music. It is the exact one as the ZX Spectrum music in-game. I
guess it's ok, compared to the C64's annoying track, but it still feels quite
weak. Not only that, it is either music or sound, not both. I personally like
it with sound, since there's more to it. Gameplay wise, it's kinda tough. Due
to the enemies' attacks, awkward control (mentioned above) and giant sprites,
you can easily die. Of course, there are ways to perfect this, unlike the C64
version. Unless you live in Europe, I honestly think this one is not worth for
those who are looking for easy-access to the game, let alone system. But then
again, there's always emulation...Shhh.... For those die-hard fans, anything is
possible. And who cares if this game is missing the Fireball gun, it's like the
worst gun in the first Contra. Probably the actual gripe I got with this game
is the non-traditional controls. Like some CPC games, the jump button shares
the same button as aiming up and dropping down shares it with the crouch
button. At times, I accidentally press up trying to aim up and same with
crouching, which I wind up getting killed as a result. To aim up, you gotta be
holding the fire button. To crouch, you gotta do the same thing. The crouching
part can get a cheap kill on you in the base levels if you forget to hold fire.
I like this one, though not among my favorites, heh. Sometimes, the ending can
make you sick. I don't even know why they didn't put in the Snowfield stage or
the Armored Troop.
-Amstrad CPC: Gryzor Demo
The demo is quite alright. Of course, it is tremendously short, having only the
first base level, but that's how several demos are, even the ZX Spectrum Gryzor
preview. You can't choose between sound or music, there is only sound. But I
like that one among the two. I got this off some bargain bins for an excellent
price.
-Amstrad CPC: Gryzor Clone
This one is not even a game, apart from being able to just move right in shaky
steps. The Gryzor clone on the disk consists of a few programs. One is this
useless editor which I see no way of operating. The second program shows the
whole of the only included level. What is impressive on this one is the sloped
and inclined surfaces, through the hills. Once the whole level is scrolled, it
ends. The third program shows your player, an extremely crudely shaped sprite,
"running" through water (Yeah, Jesus?) until the program crashes. The last one
is the most interactive one, which is still pretty light. You simply control
the guy by moving left, which is all you do and that's it. Well, apart from
being merely material, I like this neat collector's item; and the only thing I
conclude on the unusable editor is perhaps the author did not want it worked on
anymore.
-Amstrad CPC: XContra
Ok, this is the special Gryzor-like game here. For those who have played Gryzor
and never even heard of this, think of it this way. Think how beautiful the
graphics are in Gryzor and think of how detailed it is. Now imagine graphics
with that same amount of appeal and detail, but with a lot less pixelation.
That's what basically sums up the looks of this game. Not only is everything
somewhat nicer to look at, movement is a lot more smooth. From your character
to the humorous Mario fleeing people, it moves smoothly. Now remember how
Gryzor couldn't scroll? Well, this one can! But the scrolling is programmed
slightly different. You can move your player very close to the right of the
screen while it's scrolling. When you stop, the screen will keep scrolling
until you are in the middle of the screen. This is nothing too bad. Other than
this, too bad this game is a demo. Judging from how good it got, I think it
would have went REALLY far and made a good 6128 game. You can't fire, there are
no actual enemies (The Mario guys don't look too evil :P. The boss-like
creature at the end can't be killed.), you can't die (though you can fall off
the screen which causes you to immediately fall back onto the stage from the
top of the screen. Touching the other characters will not hurt/kill you.) and
there's a bug in the game. This doesn't matter, though, it's just a demo. Too
bad there's no sound or music. I could have thought of an excellent tune to go
with the whole Jungle level. In fact, this looks more like a jungle than any
original Contra level 1 did. The controls are pretty much the same as Gryzor
on the same system, though here it's not a problem. For those who don't have an
Amstrad system, but can come across emulators, don't be afraid to get this. It
was by Face Hugger and it's totally free. Again, it's unfortunate that Face
won't continue to make this no more.
-Commodore 64: Contra
Oh, gee. Well, what can pretty much summarize this game in one word? BAD! Yeah,
this game has got to be the worst port of Contra out there. Where to start?
Let's see, the worst thing about this game is gameplay. Your rate of fire is
mighty slow and not even the machine gun can fix this. The majority of enemies
just simply take way too many shots to kill and they can get a cheap shot on
you. Many times, you can get killed by dropped bullets of the running soldiers.
The guy using the gun turret takes more bullets to die than the Space Craft.
You have very few lives which don't increase very well. The jump button is a
separate one in which you can get killed trying to master. The biggest gripe
about the gameplay? Try to beat the boss of the second base level. Just try.
Other than the speedrunner on Youtube, I don't know another guy who's beaten
the game without cheating. Despite my review on the site, I actually finally
made it past the fourth level without cheating. Of course this was once in my
lifetime and my mood was ruined in the same play when I died in the hangar
stage by those really stupid electric walls. Why the hell did they replace the
spike claws with electric walls is beyond me. You can't predict when they
appear and go off screen. Enough of gameplay, now. Sound... I'm not even going
to speak of it, just look at my review to see. Same with the music. Graphics
wise, it is superior to the Spectrum, but I personally think it looks plain
ugly. Let's look at some good sides... The screen scrolls, something the CPC
version lacked. There's no sickening ending, but the ending here was never good
to start with. Here, you get the whole Waterfall stage, unlike Gryzor for the
same system. And this one includes the Snowfield and the Armored Troops, unlike
the CPC. Actually, I wish this one lacked these two stages (the more, the
difficult) and the CPC had them. I don't think getting this is a good idea for
regular Contra fans, but for major collectors like me (Of games in general, not
just Contra), you might want to take a look into it.
-Commodore 64: Gryzor
This game is pretty much Contra for the same system. Only difference is that
the Waterfall stage only consists of the boss fight while the rest of the stage
is missing. In terms of being positive, yay! Less difficulty! But that only
reduces it down by 5% so to hell with liking this! Oh yeah, the other
difference is that the load screen is that Arnold pose, though Lance is totally
missing from it. It includes a really cool track to listen while it's loading
and is probably the only good music in the whole game (Contra had a black and
white scaled-down image of the Bill and Lance artwork). Get this game, too if
you like.
-Commodore 64: Gryzor Preview
This preview sort of breaks the layout of the Gryzor demos from the Spectrum
and CPC versions. This one has only level one and there's no sound. But there
is music, and it is totally different. In fact, it sounds very nice. I like it.
You get infinite lives in this version, but it's not hard to beat the first
level. There's not much else with this demo. Get it, it's almost more worth
than the full game!!!
-ZX Spectrum: Gryzor
The ZX Spectrum was a computer meant to compete with others on the market, like
the CPC and C64. Unfortunately, this one didn't do well. The graphics of Gryzor
are inferior to the other two I have, though I like how this one looks compared
to the Commodore 64 Gryzor... I think most people would. Still, it looks very
dead and colorless, with a limited palette, having only foreground and
background colors. This can be exploited to find several faults in the color
placements. In terms of sound, there really is not much to say. Despite the
128K version having better sound (and also music) than the 48K, the 48K version
sounds a lot less annoying. Of course, the 128K version has more music in it,
but again, the title screen music from the 48K version sounds better. In terms
of loading times, the 128k version is the best one of the two. There is not
much to the story, but you can't expect the story to be the same as the
original Contra. This one talks about "Durrs from the planet Suna"... It sounds
so awful. Still, story aside, this is Contra and there's no hiding it. Some
levels, especially the first, have been somewhat lengthened and this adds more
to the playtime. The game is missing the Laser, which is the most powerful gun
in the first Contra. This is not a problem, since just about everything in the
game is a lot weaker. In fact, the Spread Gun looks so bad (It's just 3 rows of
bullets) and even works so bad that the Machine Gun is the weapon of choice. It
can get really tiring to keep firing non-stop at enemies, so machine gun is a
smooth ease. Plus the most bullets a boss could take would be about 25. Yes,
they are pretty weak. There are times when I feel the game is way too hard and
the graphics heavily contribute to this. The enemies' bullets can be hidden or
hard to see due the bad camouflaging environment. Other times, it is hard to
see stuff like the springing flames/lasers in the Energy Zone. The fact that
the jump button is pressed on a separate device makes this annoying to beat. I
still like the game; it was pretty neat and advanced for its time with smooth
scrolling, though it would lag so much at times. It's also a nice touch that
you keep your choice weapon even after you die, until the end of the game.
-ZX Spectrum: Gryzor Demo
The Gryzor demo is merely a 1-level demo of the 48K version. There's nothing
extreme to it, but for major fans like me and for rare vintage collectors, this
is a neat item. It has the first level of the game, unlike the preview.
-ZX Spectrum: Gryzor Preview
The preview has two levels: The two base stages. Based on the lack of sound, I
would say that this is the 48K version. The difference I see is that the title
screen marks "Preview" and some difference in credits. Plus, there's no music
at the title screen. This is another rare item I came across and it is nice.
This preview also came bundled with the disk version of Combat School.
-Nintendo Gameboy Advance: Contra
I personally like the quality-improved one of the two, since the other game has
really shaky sound. Of course, it's always nice to hear some humorous effects
for the fun. They are essentially the same game as NES Contra, except a smaller
screen used, toned down sound and graphics. It is nice to have a Contra 1 game
on the go.
-Nintendo Gameboy Advance: Contra SP V02
It is a really good start for a ground-up game. However, the screen should not
be so zoomed in. Perhaps it is so because that's all there is to the level of
the game. The game is really primitive and no where close to complete. No guns
or lives are implemented. The level is a rather short, but nice, recreation of
Contra's Jungle.
-Nintendo Gameboy Advance: Contra SP V03
It's nicely improving. Gameplay-wise, there is absolutely nothing added. The
only difference is that there is 1 red sniper (who has no use) and he doesn't
fire or do anything. He doesn't even aim your way.
-Nintendo Gameboy Advance: Contra SP V04
The next version actually takes a really weird turn that I'm questioning. It is
drastically different. Instead of adding more and continuing from the previous
version, they make something totally separate. You're in the screen, which
doesn't move and the whole thing is black. All they did here was implement
shooting in which bullets fire from your both sides. Still, it seems promising.
-Nintendo Gameboy Advance: Contra SP V20
This one's the latest in the line-up of demos. I guess it's neat since the guy
managed to reproduce the NES Contra's Jungle level so accurately. However, you
won't find any more fun in this than the other versions. You can't do anything
big; just move around.
-Nintendo DS: Contra (konami Classics Series: Arcade Hits)
Contra came bundled in with the Konami Classics compilation. The game is pretty
much identical to the arcade version. There's really not much I could say in
terms of the game itself. However, the use of the directional pad is often
frustrating, especially when trying to spray-shoot a weapon diagonally. The
pad is very sensitive and really quick on making the player aim in any given
diagonal direction. I've been killed countless times due to this. I find the
extras that come along (as well as with the other 14 games on this) a great
addition. Of course, listening to tunes is totally irrelevant to the game, but
they provide a full-game vid (as with the other games on this cart) to help new
and unskilled players learn some cool tactics to perfecting the game. Of course
to me, the tactics shown are pretty much useless, especially since, as this is
a fast-paced game, everything is too fast. I can barely take note of the tactic
used on the building entrance atop the waterfall. Other than the video, there
are plenty of options to help newbies out to make them get better at the game.
Some of these include, but are not limited to: Selection of lives, difficulty
setting and continues to allow. Yeah, sure the game provides multiple screen
settings, but the only comfortable one is the regular-oriented vertical screen.
The stretched full screen gives a bad look, the oriented screens make your
holding of the DS look awkward (as well as feeling awkward) and the translated
controls are not easy. But overall, if you want a nice and clean portable
version of Contra which gives a feel of the first time in the arcades, here it
is.
-Nintendo DS: Contra (Contra 4 package)
This game is pretty much an emulation of NES Contra. But there are a couple of
stupid downsides. The first and most important one is the control. Most of it
is the same, but due to the sensitivity of the D-pad on the Lite, aiming is
almost a chore. I don't have much of the same problem with phatty. The second
problem is the graphics. When the screen scrolls, it will become dark, making a
bad distraction that gets me killed once in a while. The last problem is some
slightly glitchy sound. Apart from these faults, it's a fun bonus.
-Graphic Calculator (TI-83): Contra 83
Yeah, it's alright. It is probably the most unfinished Contra game in the line
of TI Contra games, but it sure as hell looks more like Contra than the one for
TI-83+ (Contra 83+). All there is to it is the Contra guy running infinitely
with some weird wall texture moving up and down and weird stuff going on. He
at least can fire and even do the summersault jump. It's pretty good for the
boring classes and pretty small size.
-Graphic Calculator (TI-83+): Contra 83+
Most people would call this one of the most impressive TI programs of all time.
I agree. It pushed the TI-83+ basic programming like no other program could.
The game is a 10-times-better program than over half the assembly programs for
the line-up of TI calculators. It was an icon, a legend, almost a masterpiece
of a TI program. But... Was it a Contra port masterpiece? That's where things
go downhill. Visually, it resembles Contra the least compared to the other
TI Contra ports. Apart from the title of Contra, very close NES title screen
artwork, mention of Bill, Lance and Red Falcon in the storyline, there seems to
be no connection to Contra. Of course you do die at one hit and such. You don't
start where you left off, but rather at the very left end of the screen. Kind
of like Mega Man, as well as that this game does not scroll like all other TI
Contra games. There is only one type of gun: some whip of bullets in which the
powerups make it longer in length. It is also very hard with unresponsive
controls with the stick guy moving unpredictably. At some points, you must
jump and land between mines. If you press right one too many times, he may fall
onto the mine and you restart. Other times, he just won't move right as much
as you've pressed the button. Good thing for saving and loading games. Except
right before the boss screen is the hardest screen of the level. You can't save
at the boss screen, so you must put a lot of effort in trying to bypass the
really hard screen, then to fight the boss. Then, you have to worry about not
getting killed at the boss screen, otherwise you load game. With gameplay in
this game, the best thing to do is load game. If you die and decide to continue
trying to beat the boss/screen, you're just prone to die more with the small
ranged gun. Now let me get to the biggest problem: Errors and memory problems.
This game requires a LOT of your calculator's memory. If you don't have enough,
it won't run AT ALL. The install process is very complex. Once you make a
mistake, your calculator could be dead until you get a new ROM fix. Now, assume
you actually successfully install Contra 83+ and it runs fine. Well, let me
tell you that if you don't do memory and wasting space cleanup/maintenance
every 30 minutes or so, you may lose memory and may not be able to save anymore
and worse: you may not play anymore due to lack of memory. This is why "garbage
collecting" (a memory clean-up process) is almost necessary. Now, assume you
perfect installing it as well as being an excellent memory maintainer, you
still got a really big problem. Many times, the game will give random errors on
your calc when doing stuff (like going to the next screen, saving, beating the
level, on the verge of entering the next level, beating the game). I do not
know where these come from and don't think you can fix the persistent errors
other than by re-installing the game and doing it all over again. Then you also
have the worry of losing battery power. That's a pain in the ass. With all
these troubles and stress in mind, it's no wonder this game always gave me
fears of something going wrong as well as being worried. It just scares the
heck out of me to possibly getting an error any second. Of course, I fought my
fears and managed to get through the whole game. Was it worth it? 20%, I would
say. Still, despite these morbid faults, this game is excellent in terms of
being impressive. It's all up to you folks of the Contra universe to decide
whether you'll take the opportunity for this game or not. The other Contra
games are not tough to decide, though. Look at some positive points on this
game: it may hold some replay value after you beat it, especially since this
game can be beaten, which brings me to my next positive point: it is the most
complete TI Contra game among all the others, with the exception of being
rather unstable and the difficulties having almost no extra value.
-Graphic Calculator (TI-83+): Contra 83+ Demo
This demo version of Bryan Thomas' Contra game only has 1 of 6 levels. I think
it's a worthy, rare collector's game, especially Contra. Everything is the same
as the full version, except for the boss fight. I think it's a lot harder here,
though; in the full version, the boss would shoot at the 2 height levels at a
random, unpredictable manner. Here, it will attack wherever you are at. It is
not too hard, just fire and retract immediately. Of course, the ending is the
same as all other demo versions of games, giving you the heads-up of getting
the full version.
-Graphic Calculator (TI-85): Contra 85
I played this one some time after beating Contra 83+ to its fullest. And wow,
was I relieved to know how easy it was to play it and enjoy. It actually felt
like Contra again. Despite being an extremely short game, it was very fun and
enjoyable. Too bad the one level has a terrible stop to it after progressing a
bit further. Now, depending on the shell, you could encounter a bug. Even
though you got three lives, it may lead straight to a game over and restarting
time. This is not a problem since the only danger there is in the game is two
enemy types that don't move at all. I find the enemies irrelevant to Contra,
but hey, this was merely a 0.4 beta, which never got any further. Still, it had
decent scrolling, the classic Contra jump and an actual weapon (though there's
only one: the default gun). The background has some city graphics, which is
nice, though shooting at parts of them makes them disappear. This game is good
to try out.
-Graphic Calculator (TI-85): Demo Scroller
There is really no game in this and it's kind of like the Gryzor Clone for the
CPC. The really impressive feature is that the level that scrolls through has
hills, which means inclined surfaces; an advance in the first Contra's level
design.
-Graphic Calculator: (TI-85): Commando
All this has is the Contra guy (Bill, perhaps), which you control, running
infinitely on flat ground. There is no shooting or anything, actually. This
version was meant to show improvement over the first release's scrolling, which
it did. It is a lot smoother.
-Graphic Calculator: (TI-89): Contra 89
The early developmental version is alright, but that one is the significantly
different version of the later two revisions. The major difference I see is
that it is very buggy, with you having to start the game before the screen
completely scrolls in (a la Contra NES). In-game, I see some full-vertical-long
pillars, something removed in the later two. The actual major difference is
that it uses a life bar, split by hearts, rather than lives. Of course, the
life bar was a bad idea as it was still cheaply coded, depleting rather fast
and not stable. Another clear reason it was a bad idea was that even the author
changed it to lives later. The second revision brings the significant changes,
like using lives instead of a life bar. It also introduces two other weapons
besides the regular gun: the spreader and machine gun. For really accurate hits
on the enemy, use the spread. For non-tiring sessions of shooting bad guys for
a long time, use the machine gun since the level goes on forever (the same in
all three revisions). The enemy AI was simplified, so they became easier to
kill. This version still had some freezing bugs or such. The latest revision
fixed most of the bugs and actually began implementing two player games! Of
course, you can't play two players since it leads to some fatal error. But you
can move the cursor from 1 player to 2 players. You can also get this game
since it brings some gameplay enhancements over the other TI versions.
-Tandy Color Computer 3: The Contras
This game is more like homemade rather than an official game, but hey! I don't
discriminate on this thing, unlike most "game collectors" out there who think
it's right to leave out some games. The game itself is excellent. For a weak
and obscure computer, the game was extremely well done. Of course it's based
off the NES Contra, but to be so accurate to it, it deserves some fine hands.
In terms of music, it only has two tunes, but they're very nice and tolerable
since this game was rushed in the first place. Also because I got used to
hearing the same music for every level, but this one sounds a lot nicer. Sound
is also nice, though worse than the NES version, having some new sounds and
emulated sound. Gameplay is pretty close to the NES version, that being said, I
like it. Very fast-paced and fun to play. The controls indeed are tweaked and
sometimes very unresponsive, but this is merely a little problem. The enemy AI
was reprogrammed, which brings good points and bad points. Good points are that
you have new challenges to overcome. Bad thing is there are bugs and they can
get you a bit before they appear on screen. The fact that this game is not
exactly finished (and was rushed) is enough to forgive this. I like the new
levels; they are cool hacks of the original, though not entirely an excellent
effort. Some areas have collision detection problems and some sections just
simply seem poorly designed. The whole storyline was slightly disappointing,
being concerned with an enemy organisation rather than aliens. The final level
even has a really goofy bloody brick in it, stating "go back". Still, the title
of the game fits the storyline. Overall, this is a good Contra game, as well as
a Tandy Coco game. It was well done, especially since it's homemade and it was
not exactly complete. They did a good job. Congrats, Doug and Jeff.
-Online: Pathos
I just plain don't like it. Go play it on freearcade.com and you'll see why. It
shames the Contra series and didn't deserve to be created with Contra 3 based
elements in graphics and animations. The creators literally butchered the
mechanics and made the game totally unbalanced. I'm not even going to say a
word more on this. Sorry.
-Online: Contra by Jhunour
It's alright. Really tough on the hard mode, but I mostly play it on the easy
difficulty. To be honest, I'm not going to say much on these online games,
since they aren't worth much of the time. Sorry flash/online lovers!
-Online: Contra World Challenge
Very noisy and action-packed. It is not much more than the NES Contra, though
played online. To be honest, the game is better played on a regular NES than
on a PC since it is very frustrating. The new music is alright, though.
-Online: Operation Maus
This one is pretty good. Despite being very loosely based off Contra, it is
sure as hell better than Pathos. This one is merely an overhead, single-level
game, but it provides plenty of fun, challenge and intensity. It has some
hilarious song during gameplay, a military intro song and a nice end touch.
Play it now!
-Online: Crossfire: Contra Remix
A very challenging Contra game that works nicely for the fans. It is very short
and has unlimited lives, but for first-timers, they'll appreciate this. The
bosses for the second and third level (in this game, they are the Snowfield and
Waterfall) were remade/revised into some interesting bosses. However, their
function and attacks are more or less the same as the original NES version.
-Online: The Last Fight
Its name was probably based on Final Mission, or Mighty Final Fight... or
something else. The point is, I like this game and its intense use of firepower
as well as dodging craze. The life system is not the same as Contra, but the
overall feel is still Contra. Some may find it way too tough, but at least it
provides level passwords to save the progress. Really great initiative and fun
game to play. Try it out.
-Flash: Contra Game Workshop
This is not technically a Contra game. It allows the user to customize the NES
version's Jungle and arcade version's Alien Lair levels. You can edit the
colors of the level, add custom enemies in random locations and lots more. It's
only good for those who really love doing some random editing, however, it does
not edit the level's structure.
************************************
---------------Finish---------------
************************************
+++++++
13) Credits
+++++++
Alrighty. Credit shall go to where it belongs!
Arczero X: For being a really nice and positive helper among various Metal Gear
boards here, at Gamefaqs. Most importantly, for being one of the best and
nicest friends I ever met that I could relate to.
Konami: For starting the legacy of one of the greatest games of all time:
Contra! Also for making the respective Contra ports.
Konami Mobile Japan: Contra game.
Konami Mobile: J2ME, Danger, BREW, RIM, Sprint and Windows Mobile Contra.
Ocean: For making the nice and interesting Gryzor games for the Euro home
computers.
Wayforward: Contra 4.
Cell phone platform developers: The various cell phone platforms.
MIG: For making the NES version of Contra for cell phones.
Hime: Mobile Contra that MIG's Contra is based off.
Uni Moco: Contra: War Spirits.
Online+Flash, etc. Authors and M.U.G.E.N. Staff: For making the flash versions
and Mugen.
Sega: For the Amiga Gryzor and Gamegear.
Timetop: For making the rather goofy Gameking games and the console.
Shenzhen Baoanqiu LIKE Electronic Factory: Making Game Star and CS-1, which is
a modified Soldier. Boy, what a company name!
Jinka: For making the "PSP Game Player".
Texas Instruments: For making the productive and amazing TI calculator series.
Bryan Thomas: He made the impressive TI-83+ Contra 83+.
Jaymz Dunne: Creator of the three TI-89 Contra games.
Erik Huizing: Made the Contra 85 and its followers.
Harper Maddox: Made the Contra 83.
Andreas "Face Hugger" Stroiczek: The Xcontra preview, which, unfortunately, was
never finalized.
Odiesoft: Gryzor clone.
Doug O. Masten, Jeff Steidl and Sundogs Systems: For creating the cool homemade
conversion of Contra, The Contras.
Arcade Manufacturers: Creating the arcade machines!
Nintendo: Making the cool Nintendo systems.
Microsoft: Making the PC's/XBox that Contra is on.
IBM: Old PC's for Contra to be on.
Commodore: For making Commodore 64 and Amiga.
Sinclair: For making the ZX Spectrum.
Amstrad companies: For the CPC.
Sony: The Playstation 2.
Tandy: For the wonderful Coco3.
Shock the Dark Mage: Creating the Contra SP games.
Pirate Manufacturers: Despite going against rules, you guys brought forth some
really nice Contra pirates! Haha!
The Contra HQ and its affiliates: Supplying some information here and there.
Ledmeister: He inspired me to make this FAQ. He made a similar one and it is
available at classicdoom.com for you Doom fans.
RazorX3: Giving me some info on the DS and cell phone versions.
My Parents: For introducing me into the immense world of gaming... and showing
me Contra for the NES.
European Affiliates: For changing Contra to Probotector (NOT!).
You: Reading this FAQ.
Me: Creating this FAQ... And for being the biggest Contra game collector I
know!
CJayC: For hosting Gamefaqs--> One of the biggest gaming fronts out there.
Especially for allowing my FAQ to be posted!
The end... for now....