CONTRA 4 > CHEATS, ASSISTANCE

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CHEATS

The following cheat is notable for having never been discovered by players of Contra 4. Instead, one of the game’s developers revealed the cheat in an issue of Nintendo Force Magazine, nearly 6 years later.

30 Extra Lives: NOTE: This code only works on the Normal and Hard difficulty settings.
Start a new game. As soon as the first level begins (when the BGM can be heard) tap the following sequence into the touch screen and press the buttons: UPPER REGION, UPPER REGION, LOWER REGION, LOWER REGION, LEFT REGION, RIGHT REGION, LEFT REGION, RIGHT REGION, B, A, CENTRAL REGION. The sequence must be performed before the character’s feet hit the water. If done correctly, 30 extra lives will be added to the starting amount.

Upgrade Powerup Guns: NOTE: This code only works on the Normal and Hard difficulty settings. Pause the game and press UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT, B, A, START. Assuming the player has 1 or 2 non-upgraded powerup guns, they will now be upgraded. This code can only be inputted once per level or continue. If re-inputted otherwise, it kills the player.

GLITCHES

99 Lives: The glitch is triggered by gaining a life (through points) immediately after losing the last life; the player’s life count will read 99 and they can continue playing.

It is most easily triggered during the first phase of the stage 1 boss. Requirements:

-Normal or Hard difficulty setting
-Normal Gun in one of the gun slots

Reach the Rail Car mini-boss, lose all lives to get a Game Over and choose to continue. The game will start the player near the mini-boss; destroy it and reach the stage boss, the wall. Input the Konami Code on the pause menu. The core of the wall takes 50 Normal Gun bullets to destroy. Shoot out the sniper on the roof and then shoot the core 49 times.

Get killed until the very last remaining life (via the core’s occasional laser beam or mortar turrets). When it is safe, stand at the leftmost side of the screen, fire the 50th shot and immediately pause to re-input the code. The player will die and the 50th bullet should then immediately award an extra life, ultimately triggering the glitch.

HIDDEN ELEMENTS

Ride The Rail Car: Near the end of the first stage, the player is stalked by an aggressive rail car above that attempts to bomb the players. At one point above the car rail is a grappling hook hanging rail. After the rail car is damaged enough, or its operator is killed, the player can board the vehicle. The player is invincible while in the car; therefore, they can bypass the stretch of the stage right before the boss.

 
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ASSISTANCE

Challenges:

Challenge 1: Bad Guy Blitz 1

Description: Survive the bad-guy blitz.

Stage: Harbor

Tips: No specific strategy is required for this challenge. Simply be aware of the other screen near the end in case of alien grunts. Since the Proboterrors are replaced by these 1-hit alien enemies, this stretch is made much easier.

Challenge 2: Pacifism 1

Description: Get to the end unarmed.

Stage: Ocean

Tips: Avoid the middle region of the screen and, in extension, minimize crossing between sides of the screen. The spawning pattern of the alien fish varies with each attempt, so no one particular strategy will work in all instances. Sometimes, multiple fish will leap out in quick succession; try not to stay in one spot throughout the gauntlet and manipulate the timing of their bullet attack.

Challenge 3: Mutt Hunt 1

Description: Defeat all man-faced mutts.

Stage: Jungle

Tips: This challenge spans the first half of the stage, before some of the useful gun choices can be acquired. Regardless, the Spread Gun and Machine gun greatly assist in this situation; try to acquire the upgraded Spread Gun, upgraded Machine Gun or both.

Try combining the following 2 tactics when approaching each mutt. Inch your way forward when confronting one; as soon as it is alerted and attacks, turn around and shoot it as quick as you can. Alternatively, run straight through, which keeps the pace consistent and turn around to attack at the next most opportune moment.

The biggest obstacle occurs at the multilevel rock hills, where the action spans both screens. Eliminate all of the static enemies and only proceed to alert the mutts when there are as few enemies on-screen as possible. Alternatively, speed through the section from the bottom screen, focusing primarily on enemies directly in the front and back; shoot upwards only to defeat the mutts on the hills.

Challenge 4: Pacifism 2

Description: Get to the end unarmed.

Stage: Harbor

Tips: When you reach the branch point with a Dirk McShooter on each of the upper and lower platforms, choose either path. Run close to the enemy and duck. Once they fire a bullet, get within inches and jump over to clear him. It is best to perform it in one loop as the other sniper is also shooting at you, from below. The rest of the stage is easy as long as you keep moving.

Challenge 5: Bad Guy Blitz 2

Description: Survive the bad-guy blitz.

Stage: Laboratory

Tips: As this spans a considerable vertically-scrolling section, focus on both screen for enemies. The birdmen drop down platforms, which can catch you off-guard.

Challenge 6: Gunplay 1

Description: Use a prototype weapon to traverse the stage.

Stage: Harbor

Tips: Take the stage slowly and progressively until after the submarine mini-boss is defeated. At the long stretch with Proboterrors, try to keep moving constantly, instead of focusing on defeating the enemies. The number of enemies on-screen can greatly reduce the effectiveness of the homing gun, to the point that the Proboterrors may overwhelm you. Shoot only at the ones in front of, or behind you, and only to temporarily disable them. Then, run past them.

Challenge 7: Bad Guy Blitz 3

Description: Survive the bad-guy blitz.

Stage: City

Tips: Do not try to outrun or delay in attacking the alien grunts. They are fast, can attack you unexpectedly and easily overwhelm you. The carrying aliens are replaced by Yellow Falcon Vipers, who cause instant death. Thus, be more offensive than evasive for the rail section; however, don’t remain in one place for too long.

In the final running stretch, choose the upper path since a Barrier powerup is available and it will last until the end of the challenge.

Challenge 8: Rematch 1

Description: Your foe rises again. Defeat him!

Stage: Jungle

Tips: No special tips are required for this challenge. You are given the primary level Spread Gun, which is already very helpful.

For the first phase, defeat the rooftop sniper and simply stand safely at the top-most platform to destroy the core. As soon as the organic core appears, shoot at it as fast as you can until it reaches its maximum height. Then once again, eliminate the rooftop snipers firsthand.

Challenge 9: Speed Run 1

Description: Defeat 65 enemies before time runs out.

Stage: City

Tips: No special tips are required for this challenge. Hold R to remain in place, aim upwards or diagonally upwards in either direction and defeat the 65 enemies within the time limit.

Challenge 10: Bad Guy Blitz 4

Description: Survive the bad-guy blitz.

Stage: Harvest Yard

Tips: The alien grunts being replaced by foot soldiers makes this section of the stage easier. Choose the Machine Gun near the beginning and take the lower path. For most of the running stretch that follows, take it slowly, defeating all static enemies and looking at the top screen for the aliens that drop from the ceiling. Once you pass the series of hang vines, run constantly for the rest of the way. At the next branch point, shortly after the first climb, choose the lower path and move constantly.

Challenge 11: Pacifism 3

Description: Get to the end unarmed.

Stage: Laboratory

Tips: Take your time in dodging the first turret. Immediately after, however, move constantly until you encounter the first group of foot soldiers. From this point on, progress more carefully, timing your jumps to bypass any further foot soldiers.

Challenge 12: Speed Run 2

Description: Race to the end of the stage.

Stage: City

Tips: As soon as you get the chance, take the upper path with the rails. Try to clear the platforms across the end of the rails as quickly as you can, then jump to them and keep moving.

Challenge 13: Mutt Hunt 2

Description: Defeat all man-faced mutts.

Stage: Laboratory

Tips: The most important strategies for this challenge are to hang onto the ceiling when you aren’t moving forward (ie, most of the time) and take it slowly. The vent bugs are most often the cause of defeat; that is why it is best to stay off of the ground. Do not proceed until the vents are clear of the bugs and there are no meat puppets near you.

Take the C powerup near the start of the stage, as it really helps with the meat puppets and mutts. Some of the dogs are confined to the upper vent floors. Do not grapple up to them; instead, hang off of the very edge of the lower ceiling rails and fire up to them.

Challenge 14: Bad Guy Blitz 5

Description: Survive the bad-guy blitz.

Stage: Jungle

Tips: The Proboterrors replacing most of the enemies make this stage much more difficult. However, as long as you keep moving and don’t spend time destroying the Proboterrors, you should succeed. Take the Machine Gun powerup and upgrade it shortly after. At the multilevel rock hills, proceed through the water below instead. Only shoot at the Proboterrors the first time to cause them to collapse; then, run past them.

Challenge 15: Gunplay 2

Description: Use a prototype weapon to traverse the stage.

Stage: City

Tips: The awkward mechanics of the laser gun can cause a lot of trouble for players. Take the challenge slowly until the tank mini-boss, defeating enemies from afar. Choose the upper path to maintain a distance from enemies, as well.

As the challenges require completing without dying, the tank mini-boss can be intimidating. To make the battle easier, frequently pause the game to determine its attack in advance and evade it accordingly. The rest of the stage is slightly easier; just be vigilant about enemies breaking out of building glass.

Challenge 16: Rematch 2

Description: Your foe rises again. Defeat him!

Stage: Laboratory

Tips: This may be the second most difficult Rematch challenge, mainly due to the first portion. Even with the Spread Gun, it can be difficult. This challenge begins at the elevator, which ascends to the top.

Probably the most difficult segment involves the black armored snipers. One strategy is to stand below the rightmost or leftmost sniper’s position and begin shooting upwards as they rise. That enemy should be defeated before their first fire-off; then, immediately run to the opposite end while shooting diagonally upwards. Shoot up at the next sniper, but only briefly as all 3 will fire their next shot; run back and repeat.

As far as the stage boss itself, it is only a matter of remembering its pattern well and shooting it as much as possible to defeat the first phase quickly. The second phase is more intense, but also more straightforward.

Challenge 17: Accuracy 1

Description: Complete the stage with 90 percent accuracy.

Stage: City

Tips: Treat the challenge as a Pacifism as much as possible and minimize shooting at moving targets from a distance unless you absolutely must. Additionally, avoid shooting while running. To help reduce deductions from misses, you can shoot at regularly respawning enemies from a safe and accurate point repeatedly. When attacking enemies that take multiple hits, proceed with patience. The goal is in fact a minimum of 90%.

Challenge 18: Friendly Fire 1

Description: Get to the end, but don’t hurt the hostages!

Stage: Laboratory

Tips: The Friendly Fire challenges can be considered overall the most difficult challenges, as their principle contradicts Contra’s gameplay the most sharply.

For this challenge, hang onto the ceiling as much as possible and minimize/avoid shooting as long as hostages are on-screen. Carefully and slowly proceed, dodging the exploding meat puppets.

Challenge 19: Speed Run 3

Description: Race to the end of the stage.

Stage: Harvest yard

Tips: This speed run likely presents the highest spike in difficulty. There is very little room for error and delay. The key is to move nonstop, with the exception of the smashing ceiling segment.

As soon as the stage music begins playing, move to the right and jump at the right time to begin climbing the vine. At the section littered with Face Hugger Eggs, do not stop to destroy any of them unless they’re directly blocking your path. Even then, try to shoot at those ones early on as you’re climbing so that once you reach them, they should be eliminated.

Challenge 20: Mutt Hunt 3

Description: Defeat all man-faced mutts.

Stage: City

Tips: As with the other challenges involving the City, take the upper path. Additionally, since this is a Mutt Hunt, take your time. Acquire the Machine Gun powerup at the start to reduce the difficulty somewhat.

Challenge 21: Accuracy 2

Description: Complete the stage with 100% accuracy.

Stage: Jungle

Tips: The 100% requirement means you cannot miss a single shot. Due to this, there is no reason to continually shoot fodder enemies to minimize the penalty of missing shots.

Do your best to treat the majority of the challenge as a Pacifism. Avoid shooting at moving targets unless they are immediately in front of or behind you. Also avoid shooting while running. At the multilevel rock hills, take the path through the water, ducking underwater if you think you will be killed or don’t want to shoot an approaching enemy. For enemies that take multiple hits, take your time and make sure your shots are well-placed.

Challenge 22: Gunplay 3

Description: Use a prototype weapon to traverse the stage.

Stage: Harvest Yard

Tips: The homing gun is really useful as long as you take your time and focus on both screens in case of enemies. Take the lower path near the start, and also shortly after the first climb. Defeat all static enemies, as well as the ceiling droppers, as you proceed.

Challenge 23: Speed Run 4

Description: Defeat 60 enemies before time runs out.

Stage: City

Tips: No special tips are required for this challenge. Use the same strategy as for Speed Run 1 (ie, hold R and shoot in the upper directions). The minor increase in difficulty is attributed to the enemies, that are now the Yellow Falcon Vipers; so they’re lethal upon contact.

Challenge 24: Rematch 3

Description: Your foe rises again. Defeat him!

Stage: Harbor

Tips: Only the first phase may cause some trouble, but it isn’t overwhelming. The main issue comes from when the robot performs a diagonal punch; try to keep away from it as much as possible. Further, pay attention to the missiles launched from near its head.

Challenge 25: Accuracy 3

Description: Complete the stage with 70 percent accuracy.

Stage: Laboratory

Tips: The lower minimum compensates for the greater focus required on both screens. However, this challenge is still much easier than the previous Accuracy. Further, the player can repeatedly defeat respawning fodder enemies and other minor enemies to minimize the missing penalty. Regardless, do not fire while climbing unless it is absolutely necessary.

Challenge 26: Friendly Fire 2

Description: Get to the end, but don’t hurt the hostages!

Stage: Jungle

Tips: The Friendly Fire challenges can be considered overall the most difficult challenges, as their principle contradicts Contra’s gameplay the most sharply.

This particular one may be the most difficult of the category, and definitely overall. The main issue stems from the hostages being placed within large swarms of enemies. It also doesn’t help that this challenge spans almost the entire stage.

At the start, take the Machine Gun powerup and stick to the upper platforms, as the hostages are at ground level during this section. Upgrade the Machine Gun and once you reach the multilevel rock hills, proceed through the water as if it’s a Pacifism; duck underwater when necessary and only defeat the sniper directly in your way.

The most difficult part of this challenge occurs when the player is confronted by the track cannon mini-boss. The player can either destroy it or progress while avoiding it. The former greatly reduces the stress for the remainder of the stage; there is also the opportunity to ride the defeated vehicle and quickly finish the remainder with ease. However, the player must also watch the lower screen for enemies and hostages while defeating the mini-boss. The latter saves some time, but is overall more stressful.

There are 2 ideal spots to defeat the track cannon. The first, mentioned above, is in the presence of the grapple rail on the upper screen. This allows the cannon to be used after it’s destroyed to speed through the remainder of the challenge with ease. The other spot is where it first spawns. Slowly progress until the boss first appears; then remain without further scrolling the screen and defeat it. Enemies only spawn from the right at this point and the risk of killing hostages is significantly less.

Challenge 27: Mutt Hunt 4

Description: Defeat all man-faced mutts.

Stage: Harbor

Tips: The section prior to the mini-boss isn’t very difficult. Strategies for previous Mutt Hunt challenges apply here (patience and reflexes). The most challenging part is right after the mini-boss, where the mutts are found at both levels and the player is swarmed by Proboterrors.

Acquire the C powerup before the mini-boss, as it will be useful during the Proboterror stretch. At the branch, take the lower patch (where a Barrier powerup is available). The trick is to move nonstop, shooting upwards or firing shots behind to defeat the alerted mutts. Once again, pay attention to the upper screen when the upper path ends in case of dropping enemies.

Challenge 28: Bad Guy Blitz 6

Description: Survive the bad-guy blitz.

Stage: City

Tips: This is a surprisingly easy challenge. Almost all of the enemies are replaced by Proboterrors; however, it contributes little to the difficulty. Again, take the upper path and do not spend time destroying the robots; shoot at them only to disable them if they’re close to you.

Challenge 29: Friendly Fire 3

Description: Get to the end, but don’t hurt the hostages!

Stage: Harvest Yard

Tips: The Friendly Fire challenges can be considered overall the most difficult challenges, as their principle contradicts Contra’s gameplay the most sharply.

This particular challenge is the second most difficult of the category, mainly for the same reasons as the previous one. It also spans a large section of the stage. However, there are no mini-bosses to fight, here. Similar to the first Friendly Fire, avoid shooting altogether if a hostage is on-screen, or at least if one is nearby. Additionally, try to aim in the vertical or diagonal directions for nearby enemies, in order to avoid shooting horizontally and accidentally killing a hostage.

As usual, take the lower path at the start; at the first climb, carefully time your shots if you want to eliminate the Face Hugger eggs, as there is a hostage running back and forth on a narrow platform.

Challenge 30: Gunplay 4

Description: Use a prototype weapon to traverse the stage.

Stage: Jungle

Tips: This challenge is fairly straightforward, despite the awkward gun mechanics. Take the upper platforms at the start and once you reach the multilevel rock hills, proceed through the water. Duck underwater when necessary and simply ignore the enemies above.

Challenge 31: Mutt Hunt 5

Description: Defeat all man-faced mutts.

Stage: Harvest Yard

Tips: The large number of enemies can make this a tough challenge. Additionally, it spans nearly the entire non-boss section inside Black Viper. However, sticking with the Machine Gun (acquired near the start) and the Spread Gun (shortly after the series of vines) will greatly help.

One possibly helpful strategy is to proceed extremely slowly, constantly defeating any enemies on-screen and taking a few steps in between. The player must watch both screens carefully, as the mutts are located at multiple elevations. Around the crushing ceiling segment, constantly fire to the left while proceeding since a mutt hides in the moving stage scenery and it could be missed or kill the player.

Challenge 32: Rematch 4

Description: Your foe rises again. Defeat him!

Stage: City

Tips: This is arguably the easiest Rematch challenge; the stage boss itself is already easy, but you are provided with the Spread Gun. The main danger to be aware of are the vertical bullets and arcing grenades from the enemy bikers. When on a bike and attacking the boss’ head, simply change focus to defeat a few bikers to reduce the distractions and danger.

Challenge 33: Low Ammo 1

Description: Get to the end with limited ammo.

Stage: Harbor

Tips: The Low Ammo challenges can also be extremely difficult. It is not only due to the fact that the player has limited ammunition, but also due to the circumstances around each Low Ammo challenge.

This one can be considered a tie with the third Low Ammo as the most difficult in the category. The biggest issue in this challenge is that the player must defeat the submarine mini-boss with the limited ammunition. This means that the player must use the reserve very carefully prior, sparing only 1 or 2 misses. The player must also take a highly specific route and defeat only a few specific, static enemies on each attempt.

Take the lower path until you are immediately past the first scuba soldier. You have 2 choices, here. Either shoot the blimp, drop down to take the Special powerup (clears all enemies) and grapple back up. Otherwise, proceed forward slightly further and aim diagonally down-right to defeat the next scuba enemy. The former has a lower risk of missing the shot, but is a more difficult maneuver; the latter is the inverse. Regardless, both options result in using 1 bullet.

At the next scuba enemy, grapple to the top rail and proceed along the upper path. At the 2 sniper enemies, use the same duck-and-jump strategy described in the second Pacifism challenge above. Just before the mini-boss is a C powerup which is obligatory.

Once at the mini-boss, drop to the lower right rail and wait for it to rise out of the water. Once it does, carefully shoot diagonally at the turrets and cannons as they move towards you. Some of this is a matter of luck, as the little explosions from the C shots are random. Next, aim and destroy the laser cannons; finally, shoot (the remainder of your ammo) at the machine gun turret to destroy it, defeat the mini-boss and ultimately complete the challenge.

If you do not destroy all of the submarine components in the first loop, it is a matter of knowing the attack patterns to survive before your second attack. It is possible to complete this challenge with 1 remaining bullet.

Challenge 34: Friendly Fire 4

Description: Get to the end, but don’t hurt the hostages!

Stage: City

Tips: The Friendly Fire challenges can be considered overall the most difficult challenges, as their principle contradicts Contra’s gameplay the most sharply.

This one is surprisingly easier than the previous 2. A big obstacle involves the tank mini-boss; there is an armored sniper, as well as a hostage, immediately above the player during the battle. Either ignore him, staying clear of his bullet trajectories, or defeat him before the tank battle. In the latter case, time your bullets carefully to avoid the hostage.

The rest of the stage should be treated like a Pacifism. Take the upper path at the start and avoid shooting while hostages are on-screen.

Challenge 35: Low Ammo 2

Description: Get to the end with limited ammo.

Stage: Jungle

Tips: The Low Ammo challenges can also be extremely difficult. It is not only due to the fact that the player has limited ammunition, but also due to the circumstances around each Low Ammo challenge.

This one is arguably the easiest of the category. However, it is the longest, spanning the same length as the second Friendly Fire challenge. The player has a few liberties and strategies for approaching this; therefore, the following strategy isn’t the only one, nor is it objectively the best.

Try to treat most of the stage as a Pacifism; this includes the beginning which, while not necessary, helps prepare for the fourth Pacifism challenge. Do not excessively shoot at Foot Soldiers, however, you can shoot at 1 or 2 standing sniper enemies. Eventually, you’ll reach a sandbag sniper at the top screen that must be defeated.

Immediately after the sandbag enemy is a C powerup in a container on the bottom screen, above the water; you can acquire it, which greatly reduces the amount of ammo used for the rest of the way (and is valid for the strategy), but it’s not essential. At the multilevel rock hills, proceed through the water as a Pacifism challenge, defeating only the sniper directly in front of you.

Eventually, you’ll reach a sandbag enemy and a standing sniper, both of which must be defeated; another obligatory standing sniper follows shortly after. Next, take the lower path, where there will be 2 grenadiers close to each other; defeat the first one only (upper one) and jump over the second. For the track cannon mini-boss, there are many strategies to passing the section.

Grapple onto the rail that is placed just before the mini-boss appears. Proceed carefully and as soon as it drives into the screen, jump and fire a carefully placed shot at the cockpit. This will defeat the driver and immediately disable the track cannon.

The same strategy can be applied shortly after, where you can grapple the high railing with very careful timing. Defeating the mini-boss at this point allows you to drive the vehicle to the end of the challenge.

In both of the strategies above, the benefit over the great risk is a significant reduction in stress when progressing. The more time-consuming and more extensively risky strategy consists of progressing through the stretch while evading the cannon’s fire. The positive aspect is that you should have more than enough ammunition to defeat any enemies that block your path.

Challenge 36: Speed Run 5

Description: Race to the end of the stage.

Stage: Laboratory

Tips: In this Speed Run, you are highly restricted on time and can barely expend 2 seconds. Due to the random timing of various obstacles in this stage, there is no absolute strategy.

You can shorten climb times by jumping up as you climb and jumping across onto nearby floating or moving platforms before reaching the top of the climb. From the vertically hovering platform you first encounter, you can jump up to the stationary one immediately above before the hovering one reaches its maximum altitude. The key is to remain in motion as much as possible.

Challenge 37: Pacifism 4

Description: Get to the end unarmed.

Stage: Jungle

Tips: The only difficult section of this challenge is the beginning, where the spawning pattern of the foot soldiers is random. You simply have to time it carefully or restart until the spawn timing is ideal to proceed. For standing snipers, use the duck-and-jump strategy described in the second Pacifism challenge above. At the multilevel rock hills, proceed through the water, ducking whenever necessary to avoid dangers.

Challenge 38: Low Ammo 3

Description: Get to the end with limited ammo.

Stage: Harvest Yard

Tips: The Low Ammo challenges can also be extremely difficult. It is not only due to the fact that the player has limited ammunition, but also due to the circumstances around each Low Ammo challenge.

This one varies among players between being easier, harder and tied with the first Low Ammo as the most difficult in the category. The ammo restriction is tighter than in the previous 2 and the stage itself contains intense hordes of enemies. Conversely, there are no mini-bosses to fight or evade.

The first obstacle appears near the start, at the branching path. Take the upper path and cross the series of vines; shoot at the approaching enemy/enemies to cross onto the upper platform. After dropping back down to the lower ground, try to jump over the alien grunts as they run across.

The next obstacle, which is probably the most difficult, is the first climb. There is only enough ammunition to spare for a few face hugger aliens as you climb to the top; however, don’t feel too restricted to fire a few shots. The key is to time the moment you start climbing, combined with shooting a few hatched aliens along the way.

The rest of the stage is much easier, having to take the lower path at the next branch. At the final climb, you are faced with some face hugger eggs where there is at least one face hugger present on-screen at almost any given time. This should not be a problem, as you should have plenty of ammunition to clear them as you climb.

The most trouble that players have with this challenge is the concern of having low ammunition. While most of the stage can be treated as a Pacifism, the player should feel the liberty of expending bullets quite generously.

Challenge 39: Speed Run 6

Description: Race to the end of the stage.

Stage: Harbor

Tips: This is arguably the most difficult Speed Run, as there is extremely low room for error or delay. In addition, taking shortcuts are obligatory; barely 2 seconds can be expended, which is extremely rare to achieve. Conversely, there are no enemies throughout the stretch.

As soon as the music begins playing, jump and move to the right, quickly climbing the platforms. It is possible, and obligatory, to skip the first ladder and jump to the second ladder on the right, from the right edge of the 4th platform. As for climbing ladders, skip the climbing time by jumping up as you climb. Additionally, don’t climb to the top of them; jump off and onto the next platform a few feet below the top. Jump as early as possible to cross platforms and grab ladders. The final ladder should be skipped and the player should instead immediately jump from the platform and grapple up to reach the railing, completing the challenge.

Challenge 40: Rematch 5

Description: Your foe rises again. Defeat him!

Stage: Harvest Yard

Tips: Although this is the final challenge, and the concept of defeating the final boss without dying sounds intimidating, it is much easier than expected. The challenge starts somewhat below the boss battle; the player must pass the shutter platforms, which itself can be tricky.

The key to this challenge is essentially knowing the boss’ attack patterns. Once this is well understood, the challenge becomes much easier. When the lateral heads descend rapidly, it is helpful to frequently pause the game to determine in advance which of the 4 patterns they are performing.

The player is provided the primary level Spread Gun at the start, which is quite useful. Just before the boss, a Machine Gun powerup is available, which is very useful. Since the boss also provides powerups randomly, it is ideal to upgrade these 2. Try to avoid guns that you don’t want; if they can’t be avoided, replace the Spread Gun and keep the Machine Gun.

Easy Armored Snipers: In the Laboratory stage, atop the waterfall and just before the stage boss, the player must eliminate 3 of the 4 armored snipers that appear above. This segment can be difficult on the higher difficulty settings due to their increased health and faster bullets, especially if the player isn’t well equipped.

An easy strategy involves bringing the Homing Missiles (either power level) and one upgraded gun, preferably the Machine Gun. As the snipers are about to appear, stand below where the left-most sniper will rise out and fire upwards. As soon as that enemy is defeated, immediately duck at the far-left corner of the screen. The others’ bullets will never reach the player. Then, it’s a matter of switching to the Homing Missiles and safely dispatching 2 more.

 
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