From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
m (grammar fix)
(added a note)
Line 14: Line 14:
|series=Contra
|series=Contra
}}
}}
The [[NES]] version of '''Super Contra''' was released in Japan and North America in [[1990]], and in the PAL region in [[1992]]. In North America, the NES port was retitled '''Super C'''. It is commonly believed that the title was changed to avoid any allusion to the "Iran-Contra" scandal (which contrary to common misconception, was intentional). The PAL version ('''Probotector II''') has the main characters and the humanoid enemies replaced with robotic counterparts, much like the original [[Probotector]].
The [[NES]] version of '''Super Contra''' was released in Japan and North America in [[1990]], and in the PAL region in [[1992]]. In North America, the NES port was retitled '''Super C'''. It is commonly believed that the title was changed to avoid any allusion to the "Iran-Contra" scandal (which contrary to common misconception, was intentional)<!--The ending theme of the original Contra is titled "Sandinista" on the official soundtrack.-->. The PAL version ('''Probotector II''') has the main characters and the humanoid enemies replaced with robotic counterparts, much like the original [[Probotector]].


The gameplay and graphics of Super C are similar to the first NES game, but replaces the pseudo-3D stages with overhead stages much like its [[:Category:Arcade|arcade]] counterpart. There are three stages unique to the NES version: a high-tech base, a mountain and an alien nest, all vertical-scrolling stages. The order of the later stages and bosses are also slightly different, with a new final boss added to this version as well (the "Fearsome Beast Kimkoh"). The NES version uses the same power-ups as the first NES game, but changes the function of the "fire gun" power-up from a gun that fires small fireballs that travels corkscrew pattern to a large projectile that spreads fire after hitting its target. The player can charge this gun by holding down {{nes|B}} and then releasing it, shooting an even larger projectile that passes through most fodder enemies and causes an even bigger explosion when it hits a large target. The Rapid Bullets, Barrier and Special power-ups from the first NES game are also included in this game.
The gameplay and graphics of Super C are similar to the first NES game, but replaces the pseudo-3D stages with overhead stages much like its [[:Category:Arcade|arcade]] counterpart. There are three stages unique to the NES version: a high-tech base, a mountain and an alien nest, all vertical-scrolling stages. The order of the later stages and bosses are also slightly different, with a new final boss added to this version as well (the "Fearsome Beast Kimkoh"). The NES version uses the same power-ups as the first NES game, but changes the function of the "fire gun" power-up from a gun that fires small fireballs that travels corkscrew pattern to a large projectile that spreads fire after hitting its target. The player can charge this gun by holding down {{nes|B}} and then releasing it, shooting an even larger projectile that passes through most fodder enemies and causes an even bigger explosion when it hits a large target. The Rapid Bullets, Barrier and Special power-ups from the first NES game are also included in this game.

Revision as of 23:24, 19 October 2009

Template:Infobox The NES version of Super Contra was released in Japan and North America in 1990, and in the PAL region in 1992. In North America, the NES port was retitled Super C. It is commonly believed that the title was changed to avoid any allusion to the "Iran-Contra" scandal (which contrary to common misconception, was intentional). The PAL version (Probotector II) has the main characters and the humanoid enemies replaced with robotic counterparts, much like the original Probotector.

The gameplay and graphics of Super C are similar to the first NES game, but replaces the pseudo-3D stages with overhead stages much like its arcade counterpart. There are three stages unique to the NES version: a high-tech base, a mountain and an alien nest, all vertical-scrolling stages. The order of the later stages and bosses are also slightly different, with a new final boss added to this version as well (the "Fearsome Beast Kimkoh"). The NES version uses the same power-ups as the first NES game, but changes the function of the "fire gun" power-up from a gun that fires small fireballs that travels corkscrew pattern to a large projectile that spreads fire after hitting its target. The player can charge this gun by holding down B button and then releasing it, shooting an even larger projectile that passes through most fodder enemies and causes an even bigger explosion when it hits a large target. The Rapid Bullets, Barrier and Special power-ups from the first NES game are also included in this game.

The Konami Code from the original Contra was not included in this game. A different code was added which gives out thirty lives in the Famicom version and ten lives in its NES counterparts. Like in the Famicom version of Contra, the Japanese Super Contra has a stage select code removed in its overseas counterparts. Other than that, the Famicom version has no additional cut-scenes or graphical features as it was programmed on the same Nintendo-manufactured MMC3 mapper used for its NES counterparts, compared to the Famicom version of Contra (which uses the Konami-made VRC2 chip). All three versions contain a sound test mode.

Plot

Translated plot from the Japanese version's manual:

The Aliens are back!
December 2634. It seemed as if the Earth has finally escaped from the hand of black magic a year after the battle with the mysterious alien army.
One day, a strange radio message comes in from General Hal of the Federation Troops as he is heading for the base ruins in South America to oversee the GX Army's seventh military exercise.
" Allied GX troops are suddenly attacking us. No, it can't be!! They're not human! They must be..."
The message cuts off there. The top brass of the Federation Troops feel very strange about this message from the General and once again they deploy Bill and Lance, the greatest Contras in history.
A helicopter carrying the two men is sent out on a top secret mission. As it approaches the training site, it lands, drops off the two men, and takes off again immediately. There, they witness the tragic sight of the Federation Troops Facility completely in ruins. Just then, several soldiers came out of hiding to attack.
"Those madness-filled eyes. Their blue discolored skins. They may look human, but their souls are now something else..."
Bill began shooting. Just then, the two men saw the shadow of a vile creature that escaped from the inside of one of their aggressors' body.
"This is..."
The nightmare from last year has returned.
"I thought we wiped out these strange freaks."
"The two men glanced at each other and began to run.
The alien creatures that were believed to had been destroyed are alive again. The battle between the Contras and the aliens continues.

Plot from the American version's manual

Sipping cold lemonade with a couple of native lovelies, Mad Dog and Scorpion (Guerilla Warriors Extrordinare) relax on a Rio beach and boast of how they destroyed the vile alien war monger, Red Falcon. Little do they know that Red Falcon didn't flee with his pointed tail between his legs. Instead, he tactically retreated to round-up ruffians of the universe, friends from all walks of war, to mount a second assault on planet Earth.
One of these new recruits is Jagger Froid, a demented alien from the Black Hole Galaxy, who dishes out punsihment with a laser sharp tongue. Red Falcon has also shuttled in The Babalu Bestructoid Mechanism, a giant alien attack tank, which was the primary weapon used to disintegrate the innocent solar system of Tralala.
But the genius behind the Red Falcon's Earth conquering concept is his plan to have thousands of intergalactic warriors seep into the the brains of the U.S. Army. It's a mind contamination trick which has already taken command of U.S. Forces at Fort Fire Storm.
How do we know that all out soldiers have been brain trashed? You can see it in their eyes.
Now, if Mad Dod and Scorpion fail to recuperate from their months on the beach in time to destroy Red Falcon's G.I. fortified Hate Nest, his sinister scheme will permeate the world's mightiest power (nuclear missile silos included).
And if that happens, we'll all be pushing up daisies.

Template:Continue Nav

Table of Contents

edit