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Super Contra - Alien no Gyakushuu [Model GX775]
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Super Contra - Alien no Gyakushuu (c) 1988 Konami. The sequel to "Contra" - released a year earlier - is set in the year 2634 and begins with the disturbing news that the alien invaders from the first game - a race known as the Red Falcon - have renewed their attack on Earth and have infiltrated military bases and possessed most of the federation forces troops. The heroes of the first games - Bill Rizer and Lance Bean - are once again called upon to defend the Earth and defeat the alien invaders. Super Contra plays identically to its predecessor, with the usual mix of run-and-gun gameplay. The main difference is that the into-the-screen stages of the original Contra have been replaced with overhead stages. In addition, power-up icons are now represented as the actual weapons wielded by the characters, instead of the traditional letter-based falcon icons and players can now upgrade their weapon by picking it up twice in a row. Another new gameplay addition is that players can now control the height of their jump; holding the joystick up and pressing the jump button allows for a higher jump; likewise the player can perform low jumps by holding down-right or down-left while pressing the jump button. The available weapons are as follows: * Machine Gun - Fires bullets at auto-fire. The upgraded version increases the firing rate to a near-ridiculous speed. * Bomb Launcher - Fires bombs that spread fire when they hit their target. The upgraded version causes bigger explosions. * Laser Rifle - Fires a powerful laser beam once per shot. The upgraded version fires a larger beam. * Spread Shot - Fires a three-way shot. Increases to a five-way spread after the upgrade. * Mega Shell - Available only in the top-view stages. After picking it up, players can launch it by pressing the jump button and kill all on-screen enemies. Super Contra's five stages are: * Area 1 - Outer Base (side-view) - A military base overrun by possessed soldiers. Bosses include a manned tank and a possessed helicopter. At the end of the level, players must destroy a core protected by a pair of snipers and a grenade thrower to gain entrance to the next area. * Area 2 - Inner Base (top-view) - A tank hanger filled with manned tanks and cannons, in addition to enemy soldiers. The end-of-level boss is the Hyper Electric Magnetic Tank Magnus, which is manned by three gunners. * Area 3 - Jungle (side-view) - Enemies come from trees as players progress through the level. The heroes will sometimes have to cross a lake, and players can duck into it to avoid enemy fire. Towards the end of the level, the heroes are faced with alien eggs that produce facehugger-like creatures (the same ones featured in the original game). The end-of-level boss is an alien shrine with a skull. * Area 4 - 1st Alien Lair (side-view) - This takes place inside an alien nest. The enemies are now xenomorph-like creatures and mutant mouths that shoot alien spawns. The sub-boss is an alien hovercraft composed of skulls, while the end-of-level boss is a flying alien. * Area 5 - 2nd Alien Lair (top-view) - The final stage, filled with mouths emerging from the ground, flying heads and spider-like creatures. The final boss is Gaver, a giant alien head with snake-like arms. - TECHNICAL - Game ID : GX775 Main CPU : Konami (@ 3 Mhz) Sound CPU : Zilog Z80 (@ 3.579545 Mhz) Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz) Players : 2 Control : 8-way joystick Buttons : 2 => Fire, Jump - TRIVIA - Super Contra was released in January 1988 in Japan The subtitle of this game, Alien no Gyakushuu, translates from Japanese as 'Alien's Counterattack'. Export releases: "Super Contra [Model GX775]". Note: The kanji on the title screen actually reads 'Kon To Ra', meaning 'Soul Big Dipper Gauze'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself. King Records released a limited-edition soundtrack album for this game (Music From Super Contra & Ajax - K30X-7702) on March 21, 1988. - SERIES - 1. Contra [Model GX633] (1987, Arcade) 2. Super Contra - Alien no Gyakushuu [Model GX775] (1988, Arcade) 3. Contra Spirits [Model DMG-ACSJ-JPN] (1991, Game Boy) 4. Contra Spirits [Model SHVC-CS] (1992, Super Famicom) 5. Contra - The Hard Corps [Model T-95093] (1994, Mega Drive) 6. Contra - Legacy of War [Model SLES-00608] (1996, PlayStation) 7. C - The Contra Adventure [Model SLUS-00499] (1998, PlayStation) 8. Shin Contra (2002, PlayStation 2) 9. Neo Contra (2004, PlayStation 2) 10. Contra 4 [Model NTR-YCTE-USA] (2007, DS) 11. Contra ReBirth (2009, WiiWare) - STAFF - Written & Directed By : Hideyuki Tsujimoto (H. Tsujimoto) Assistant Director : K. Wada Associate To Directors : S. Fujiwara, T. Koudo Production Sound Mixer : Yousuke Uno Music Editors : Kazuki Muraoka, Motoaki Furukawa Art Director : Kengo Nakamura Set Director : N. Sugita Titles : H. Takatani, N. Ishii Makeup Supervisor : M. Moriyama Conceptual Artist : T. Jinbo Electronics Designer : K. Hashima Publicity Supervisor : F. Shibuya Still Photographer : J. Tanaka Translator : K. Hayashi Produced By : Koji Hiroshita - PORTS - * CONSOLES: [JP] Nintendo Famicom (feb.2, 1990) [Model KDS-UE] [JP] Microsoft XBOX 360 [XBLA] (jul.25, 2007) [JP] Nintendo Wii [Virtual Console] (feb.12, 2008) : FamiCom version. [JP] Nintendo DS (mar.13, 2008) "Contra - Dual Spirits [Model NTR-P-YCTJ (RY079-J1)]" : as unlockable bonus content. [JP] Nintendo DS (mar.12, 2009) "Konami the Best: Contra - Dual Spirits [Model NTR-P-YCTJ (RY079-J2)]" : as unlockable bonus content. - SOURCES - ROM dump (MAME). Game's picture.
Your Changes (editable)
Super Contra - Alien no Gyakushuu (c) 1988 Konami. The sequel to "Contra" - released a year earlier - is set in the year 2634 and begins with the disturbing news that the alien invaders from the first game - a race known as the Red Falcon - have renewed their attack on Earth and have infiltrated military bases and possessed most of the federation forces troops. The heroes of the first games - Bill Rizer and Lance Bean - are once again called upon to defend the Earth and defeat the alien invaders. Super Contra plays identically to its predecessor, with the usual mix of run-and-gun gameplay. The main difference is that the into-the-screen stages of the original Contra have been replaced with overhead stages. In addition, power-up icons are now represented as the actual weapons wielded by the characters, instead of the traditional letter-based falcon icons and players can now upgrade their weapon by picking it up twice in a row. Another new gameplay addition is that players can now control the height of their jump; holding the joystick up and pressing the jump button allows for a higher jump; likewise the player can perform low jumps by holding down-right or down-left while pressing the jump button. The available weapons are as follows: * Machine Gun - Fires bullets at auto-fire. The upgraded version increases the firing rate to a near-ridiculous speed. * Bomb Launcher - Fires bombs that spread fire when they hit their target. The upgraded version causes bigger explosions. * Laser Rifle - Fires a powerful laser beam once per shot. The upgraded version fires a larger beam. * Spread Shot - Fires a three-way shot. Increases to a five-way spread after the upgrade. * Mega Shell - Available only in the top-view stages. After picking it up, players can launch it by pressing the jump button and kill all on-screen enemies. Super Contra's five stages are: * Area 1 - Outer Base (side-view) - A military base overrun by possessed soldiers. Bosses include a manned tank and a possessed helicopter. At the end of the level, players must destroy a core protected by a pair of snipers and a grenade thrower to gain entrance to the next area. * Area 2 - Inner Base (top-view) - A tank hanger filled with manned tanks and cannons, in addition to enemy soldiers. The end-of-level boss is the Hyper Electric Magnetic Tank Magnus, which is manned by three gunners. * Area 3 - Jungle (side-view) - Enemies come from trees as players progress through the level. The heroes will sometimes have to cross a lake, and players can duck into it to avoid enemy fire. Towards the end of the level, the heroes are faced with alien eggs that produce facehugger-like creatures (the same ones featured in the original game). The end-of-level boss is an alien shrine with a skull. * Area 4 - 1st Alien Lair (side-view) - This takes place inside an alien nest. The enemies are now xenomorph-like creatures and mutant mouths that shoot alien spawns. The sub-boss is an alien hovercraft composed of skulls, while the end-of-level boss is a flying alien. * Area 5 - 2nd Alien Lair (top-view) - The final stage, filled with mouths emerging from the ground, flying heads and spider-like creatures. The final boss is Gaver, a giant alien head with snake-like arms. - TECHNICAL - Game ID : GX775 Main CPU : Konami (@ 3 Mhz) Sound CPU : Zilog Z80 (@ 3.579545 Mhz) Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz) Players : 2 Control : 8-way joystick Buttons : 2 => Fire, Jump - TRIVIA - Super Contra was released in January 1988 in Japan The subtitle of this game, Alien no Gyakushuu, translates from Japanese as 'Alien's Counterattack'. Export releases: "Super Contra [Model GX775]". Note: The kanji on the title screen actually reads 'Kon To Ra', meaning 'Soul Big Dipper Gauze'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself. King Records released a limited-edition soundtrack album for this game (Music From Super Contra & Ajax - K30X-7702) on March 21, 1988. - SERIES - 1. Contra [Model GX633] (1987, Arcade) 2. Super Contra - Alien no Gyakushuu [Model GX775] (1988, Arcade) 3. Contra Spirits [Model DMG-ACSJ-JPN] (1991, Game Boy) 4. Contra Spirits [Model SHVC-CS] (1992, Super Famicom) 5. Contra - The Hard Corps [Model T-95093] (1994, Mega Drive) 6. Contra - Legacy of War [Model SLES-00608] (1996, PlayStation) 7. C - The Contra Adventure [Model SLUS-00499] (1998, PlayStation) 8. Shin Contra (2002, PlayStation 2) 9. Neo Contra (2004, PlayStation 2) 10. Contra 4 [Model NTR-YCTE-USA] (2007, DS) 11. Contra ReBirth (2009, WiiWare) - STAFF - Written & Directed By : Hideyuki Tsujimoto (H. Tsujimoto) Assistant Director : K. Wada Associate To Directors : S. Fujiwara, T. Koudo Production Sound Mixer : Yousuke Uno Music Editors : Kazuki Muraoka, Motoaki Furukawa Art Director : Kengo Nakamura Set Director : N. Sugita Titles : H. Takatani, N. Ishii Makeup Supervisor : M. Moriyama Conceptual Artist : T. Jinbo Electronics Designer : K. Hashima Publicity Supervisor : F. Shibuya Still Photographer : J. Tanaka Translator : K. Hayashi Produced By : Koji Hiroshita - PORTS - * CONSOLES: [JP] Nintendo Famicom (feb.2, 1990) [Model KDS-UE] [JP] Microsoft XBOX 360 [XBLA] (jul.25, 2007) [JP] Nintendo Wii [Virtual Console] (feb.12, 2008) : FamiCom version. [JP] Nintendo DS (mar.13, 2008) "Contra - Dual Spirits [Model NTR-P-YCTJ (RY079-J1)]" : as unlockable bonus content. [JP] Nintendo DS (mar.12, 2009) "Konami the Best: Contra - Dual Spirits [Model NTR-P-YCTJ (RY079-J2)]" : as unlockable bonus content. - SOURCES - ROM dump (MAME). Game's picture.
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