CONTRA 4 > OPPOSITION

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Most, if not all of the names provided here are unofficial. Due to the ambiguity of enemy names between regions, the lack of names for several of them and the absence of various documents, it is impractical to list the correct designations. Help is strongly encouraged and always appreciated to fill in these blanks. The Opposition section serves primarily to describe and depict the enemies for bookkeeping; thus, the content presented below hopefully satisfies this criterion.

Notes: Enemies and objects that take multiple hits to defeat have increased strength with increasing difficulty. They also have increased health in 2 player mode. Additionally, most enemies spawn more often, move faster and have faster and/or additional attacks on the higher difficulty settings.

Select a category:

Fodder Enemies, Objects
Mini-Bosses
Bosses
Other Dangers

FODDER ENEMIES, OBJECTS

Exterior Foot Soldier:

con4dsoufs

The weakest and most basic enemy of Contra. They predominantly run along sections of numerous stages. They also perform several addition maneuvers, some of which are stage-specific, such as climbing up and down steel wires or jumping off or across platforms in an attempt to chase the player. The latter sometimes results in them falling to their death. Their spawning number and running speed increase with increasing difficulty. In a certain challenge, they appear in another stage as well (noted below with an asterisk).
Found in stages: 1,2,7,9*

Red Dirk McShooter:

con4dsstsn

Standing in place, usually at an elevated position, they actively aim and fire bullets at the player.
Found in stages: 1,2,4

Sandbag Sniper:

con4dssandbagsn

They lay prone on the ground with sandbags in front of them and fire bullets at the player.
Found in stages: 1

Smart Turret:

con4dssmtu

Embedded in the ground, these turrets are able to fire in 8 directions. They actively seek out the player’s position.
Found in stages: 1,2

Grassy Knoll:

con4dsgrasskn

They rise out of the grass, when approached, to fire large bullets at the player.
Found in stages: 1

Bridge Bomber:

con4dsbridbomb

They leap up high and cling onto a bridge from underneath, sometimes crawling closer to the bridge’s midpoint, detonate themselves. The bridge explodes and breaks apart as a result.
Found in stages: 1

Red Nicky Napalm:

con4dsredgrenadi

Usually standing at an elevated position, they throw grenades at the player.
Found in stages: 1,2,4

Creepy Crawler:

con4dswallcrawl

Mutant creatures that crawl through ceiling vents. Rarely, they idle on the upper wall at random spots; when the player approaches, they rapidly crawl down and jump off the wall at the player. These creatures have a pretty high spawning rate, so they can easily overwhelm the player if he is on the ground.
Found in stages: 2

Upright Meat Puppet:

con4dsmetpup1

Human experiments that walk back and forth like zombies. When they are approached, they convulse for a few seconds before completely exploding and sending their toxic innards in 8 cardinal directions. Approaching them even more closely speeds up their convulsion time or makes them explode immediately. This variant has a straighter posture.
Found in stages: 2,7

Hunchback Meat Puppet:

con4dshunbkmetpup

Human experiments that walk back and forth like zombies. When they are approached, they convulse for a few seconds before completely exploding and sending their toxic innards in 8 cardinal directions. Approaching them even more closely speeds up their convulsion time or makes them explode immediately. This variant walks with its back hunched over.
Found in stages: 2,7

Mr. Scuba:

con4dsmrscuba

Remaining inactive in the water with their head emerged, they activate when the player climbs past them. These soldiers periodically aim their gun out to fire a grenade upwards. The grenade splits into 3 grenades that drop back down and explode upon impact. These enemies are vulnerable only when they emerge.
Found in stages: 2,4

Blue Nicky Napalm:

con4dsbluegrenadi

Part of the Soldier Gauntlet. They are functionally identical to Red Nicky Napalms, throwing grenades at the player; however they take several more shots to defeat.
Found in stages: 2

Black Dirk McShooter:

con4dsblacksni

They are initially encountered as part of the Soldier Gauntlet. They are functionally identical to the Red Dirk McShooters, but take several more shots to defeat.
Found in stages: 2,7

Base Sub-Core:

con4dsbassubco

Disarmed and placed in various positions on corridor walls, these small cores are exposed when reached by the player. The Base Sub-Cores (and Base Cores) are the goal of the Base corridors. These ones are found on all corridor walls, including the one with the Base Core. All other opposition are optional; destroying these will clear the enemies present and destroy the far wall.
Found in stages: 3

Powerup Dropper:

con4dspwrpdropper

They simply run across the far wall of a corridor, out of one doorway and into another. Defeating them yields a gun powerup. Once each of this enemy is defeated in a corridor, Base Foot Soldiers replace them in subsequent enemy spawning cycles. They are found only in certain corridors.
Found in stages: 3

Base Foot Soldier:

con4dsbfs

They simply run across the far wall of a corridor, out of one doorway and into another. These enemies replace the defeated Powerup Droppers when the cycle of enemy types restarts. They are found only in certain corridors.
Found in stages: 3

Rifle Foot Soldier:

con4dsrfs

They run across the far wall of corridors, out of one doorway and into another, while firing bullets at the player.
Found in stages: 3

Base Turret:

con4dsbaswlltu

Placed in various positions on various corridor walls. These turrets actively aim and periodically fire a series of bullets at the player.
Found in stages: 3

Strategic Grenadier:

con4dsstratgrenadi

Aligns with the player and periodically fires a grenade at him.
Found in stages: 3

Strategic Rifle Foot Soldier:

con4dsstratrfs

These enemies are very similar to the Rifle Foot Soldiers, but they also enter through doors that are closer to the player. They stop running temporarily before resuming.
Found in stages: 3

Bowling Pin Mine:

con4dsrpge

Rolls along some corridor floors towards the player. They’re launched in a line of 3 from holes at the ground level of certain walls; this is how to predict which corridors will use this attack.
Found in stages: 3

Base Core:

con4dsbasco

Primary goal of the Base stage, it is found on the center of the corridor wall immediately before the battle with Splitting Illusionary Ogre Godomuga. Initially disarmed, this large core is exposed once all surrounding Base Sub-Cores are destroyed. It also takes more damage than the Base Sub-Cores.

All other opposition are optional; destroying these will clear the enemies present, destroy the far wall and allow the player to proceed to the boss battle that follows.
Found in stages: 3

Base Ground Plasma Turret:

con4dsbaseplasmacan

Found on the last corridor wall before the battle with Splitting Illusionary Ogre Godomuga. They alternate between being hidden in the ground (protected) and rising up (vulnerable). During the latter, there is a short pause before they sound an alarm and fire a large plasma round at the player.
Found in stages: 3

Bubble Dimer:

con4dsbubbledimr

Emitted by Splitting Image Ogre Godomuga. Initially moving slowly, they float sideways, away from the boss’ virtual images and towards the screen. Once aligned with the player’s corridor position, they quickly drop to the ground and slide across the screen.
Found in stages: 3

Base Security Soldier:

con4dsbassecuritsold

Fought during the battle with Splitting Image Ogre Godomuga. They stop running immediately after appearing for a brief moment. They then resume and fire bullets at the player.
Found in stages: 3

Manned Turret:

con4dsmannedtu

Consists of a soldier who is protected by and fires bullets using a gun turret.
Found in stages: 4,7

Proboterror:

con4dsproboterror

Humanoid robots that appear in swarms. Their name is an obvious pun on Probotector. These robots run across the screen, occasionally ducking to fire a bullet. When shot enough times, they crumble to the ground. Shortly after, they reassemble as 1 of 2 possible other robots.

con4dsprobtertripod

One of them is a slow-moving tripod machine that only once fires 3 bullets in a spread formation in the player’s direction before walking in the opposite direction.

con4dsprobterdog

The other is a robotic dog that runs in the player’s direction, stopping once to fire a bullet before running in the opposite direction.

On the Easy difficulty setting, the Proboterrors reassemble only once; shooting it down a second time will defeat it. On the Normal and Hard difficulty settings, they can crumble and reassemble 2 or more times. In certain challenges, they appear in other stages as well (noted below with asterisks).
Found in stages: 1*,4,7*

Unarmed Ingrid Birdman:

con4dsbluingrid

They drop down and run across the various platforms that form the climb up the large missile, wings open. In a certain challenge, they appear in another stage as well (noted below with an asterisk).
Found in stages: 2*,4

Rifle Ingrid Birdman:

con4dsredingrd

They drop down and run across the various platforms that form the climb up the large missile, wings open. These enemies occasionally run back and forth on platforms, stopping occasionally to fire a bullet straight down. In a certain challenge, they appear in another stage as well (noted below with an asterisk).
Found in stages: 2*,4

Tracking Mini-Missile:

con4dstrackminmiss

Fired by the Missile Hugger 3000 and its later form, the Perforated Giant. These missiles fly diagonally upwards for a second, before they crash into the player’s immediate position.
Found in stages: 4

Pocket Rocket:

con4dssmallrockets

Several of these are fired as the player is riding the large missile. They fly from either the top or the bottom of the screen, towards the player.
Found in stages: 4

Filet O’ Death:

con4dsfiletodeath

Mutant fish that swim across at different depths. When they reach the screen’s midpoint, they quickly rise up and hop out of the water to various heights. They fire a bullet at the player at the peak of their jumps.
Found in stages: 5

Jet Pack Reaper:

con4dsjetpmech

These mechs deploy from the sea battle ship and fly around the screen, periodically firing Jet Pack Reaper Missiles.
Found in stages: 5

Jet Pack Reaper Missile:

con4dsreapminimiss

Launched by the Jet Pack Reapers, they home in on the player.
Found in stages: 5

Scuba Reaper:

con4dsscubareap

They deploy from 3 different underwater hatches and fire bullets straight up as they drift to the left of the screen.
Found in stages: 5

Factory Core Shield:

con4dscoresheld

These can be found placed in front of the Factory Cores in some corridors of the Factory stage. They are steel, protective coverings that serve as a temporary barrier to the Factory Cores. They appear cracked and damaged the more they are shot.
Found in stages: 6

Factory Core:

con4dsfaccore

Placed in various positions on corridor walls. They are the goal of some of the Factory corridors. All other opposition are optional; destroying these will clear the enemies present and destroy the far wall. The Factory Cores are functionally identical to the Base Sub-Cores.
Found in stages: 6

Factory Grenadier Reaper:

con4dsfacgrenreap

They run along the far wall until aligned with the player, after which they periodically launch a grenade at him.
Found in stages: 6

Factory Rifle Reaper:

con4dsfacrifreap

They run across the far wall of corridors, out of one doorway and into another, while firing a bullet at the player.
Found in stages: 6

Factory Turret:

con4dsfactu

Placed in various positions on various corridor walls. These turrets actively aim and periodically fire a series of bullets at the player. They are functionally identical to the Base Turrets.
Found in stages: 6

Powerup Dropping Reaper:

con4dspwrpdropreap

They simply run across the far wall of a corridor, out of one doorway and into another. Defeating them yields a gun powerup. They are found only in certain corridors.
Found in stages: 6

Factory Wing Reaper:

con4dsfacwingreap

These enemies fly down from a ceiling hatch, run to a certain spot and stand there to continually fire bullets at the player.
Found in stages: 6

Powerup Dropping Wing Reaper:

con4dspwrpdropwingreap

This enemy flies down from a ceiling hatch, runs to a certain spot and stands there to continually fire bullets at the player. It is functionally identical to the Factory Wing Reaper, but defeating it yields a gun powerup. It is found only in 1 corridor, and only once.
Found in stages: 6

Spin-Wheel Core:

con4dsfactspinco

A special Base Core pendulum setup, where the pendulum spins counter-clockwise. The player must actively aim to destroy the core while Factory Ground Plasma Turrets periodically spring up to attack.
Found in stages: 6

Factory Ground Plasma Turret:

con4dsfactplasmatu

They are functionally identical to the Base Ground Plasma Turrets, but raise and lower in a different motion.
Found in stages: 6

Impalement Core:

con4dsimpalecore

A special Base Core setup in which the core is fitted on a wall board and is surrounded by spikes. The boards spring up from the far wall and slide towards the player, accelerating as they do. Once they reach the player, they drop below the ground and return to the far wall to repeat the attack.

If the player does not destroy all 3 Impalement Cores, Empty Impalement Boards replace the destroyed ones during the next cycle. All of the Impalement Cores must be destroyed to proceed.
Found in stages: 6

Empty Impalement Board:

con4dsemptimpboard

These are created as a result of destroying an Impalement Core without destroying the other 2. They replace the destroyed one in the following cycle. These objects are essentially the same, with the exception of lacking mounted core; instead, the center is either empty or damaged.
Found in stages: 6

Sniper Reaper:

con4dssnipereap

Usually standing from an elevated position, they actively aim and fire bullets at the player.
Found in stages: 7

Man-Faced Mutt:

con4dsmanfcmutt

These alien dogs are initially part of the background scenery, eating trash; on the Normal and Hard difficulty settings, shortly after the player runs past them, they run in the player’s direction. In certain challenges, they appear in other stages as well (noted below with asterisks).
Found in stages: 1*,2*,4*,7,9*

Unarmed Reaper:

con4dsunarmedreap

They simply run across various sections of the stage; some of them break out of building glass to ambush the player.
Found in stages: 7

City Grenadier Reaper:

con4dsgrenadimech

Usually standing from an elevated position, they launch grenades at the player.
Found in stages: 7

City Rifle Reaper:

con4dsredrflmech

They stop running shortly after appearing to fire a bullet and then run back off-screen.
Found in stages: 7

Xeno-Slug:

con4dsslugs

A gray, slug-like creature that blends in with the stage, making them difficult to notice. Their small size makes them somewhat difficult to shoot at.
Found in stages: 7

Dreaded Pus-Suckers Of SV-326:

con4dsgigafl

Alien mosquitoes that appear in large numbers. These don’t kill the player upon contact; instead, they carry the player to either upwards or downwards into the Desolate Sky or a Death Pit, respectively.
Found in stages: 7

Jet Bike Sniper Reaper:

con4dssnipebike

They ride a jet bike back and forth around the Crustacean Cruiser, firing bullets straight upwards. These enemies do not appear once the player mounts a jet bike. Defeating them leaves their bike behind temporarily, for the player to use. If the player doesn’t mount one, the bike explodes shortly after.
Found in stages: 7

Jet Bike Grenadier Reaper:

con4dsredbiker

They ride a jet bike back and forth around the Crustacean Cruiser, throwing grenades. These enemies appear only if the player is already riding a jet bike. Defeating them leaves their bike behind temporarily, for the player to use. If the player doesn’t mount one, the bike explodes shortly after.
Found in stages: 7

Organic Turret:

con4dsorgwlltu

Placed in various positions on various corridor walls. These turrets actively aim and periodically fire a series of bullets at the player. They are functionally identical to the Base Turrets. This enemy is not present on the Easy difficulty setting.
Found in stages: 8

Ocular Sub-Core:

con4dsocusubco

Disarmed and placed in various positions on corridor walls, these small cores are exposed when reached by the player. The Ocular Sub-Cores (and Ocular Core) are the goal of the Alien Hive corridors. These ones are found on most corridor walls, including the one with the Ocular Core. All other opposition are optional; destroying these will clear the enemies present and destroy the far wall.

These cores alternate between closed (protected) and opened (vulnerable); the condition for them to open may be a timer or shortly after the player stops firing at them. This enemy is not present on the Easy difficulty setting.
Found in stages: 8

Ocular Turret:

con4dsocuturr

Springing out of the ground in some Alien Hive corridors, these ground turrets sound an alarm before launching an organic projectile at the player. After firing the projectile, they burrow underground and change position to repeat the attack. This enemy is not present on the Easy difficulty setting.
Found in stages: 8

Sprinting Rusher:

con4dssprintrush

Purple aliens that run along some corridor walls, then crawl towards the screen before aggressively leaping forward. This enemy is not present on the Easy difficulty setting.
Found in stages: 8

Powerup Dropping Xenomorph:

con4dspwrpdropxeno

They simply run across the far wall of a corridor, out of one doorway and into another. Defeating them yields a gun powerup. Once each of this enemy is defeated in a corridor, Harmless Xenomorphs replace them in subsequent enemy spawning cycles. They are found only in certain corridors. This enemy is not present on the Easy difficulty setting.
Found in stages: 8

Harmless Xenomorph:

con4dsharmlessxeno

They simply run across the far wall of a corridor, out of one doorway and into another. These enemies replace the defeated Powerup Dropping Xenomorphs when the cycle of enemy types restarts. They are found only in certain corridors. This enemy is not present on the Easy difficulty setting.
Found in stages: 8

Ceiling Rusher:

con4dsceilingalien

They crawl along the ceiling from the far wall of some corridors towards the player. Once they reach him, they drop to the ground and run to the side, off-screen. This enemy is not present on the Easy difficulty setting.
Found in stages: 8

Ground Rusher:

con4dsalgrrush

They crawl out of holes on the wall of a certain corridor, towards the player. This enemy is not present on the Easy difficulty setting.
Found in stages: 8

Ocular Core:

con4dsoccore

Primary goal of the Base stage, it is found on the center of the corridor wall immediately before the battle with Emperor-Demon Evil Heart Gomera Mosking. Initially hidden (protected), this large core temporarily opens (vulnerable) based on a time interval. They also take more damage than the Ocular Sub-Cores.

All other opposition are optional; destroying these will clear the enemies present, destroy the far wall and allow the player to proceed to the boss battle that follows. This enemy is not present on the Easy difficulty setting.
Found in stages: 8

Black Viper Posterior Segment:

con4dsblkvippostseg

After defeating Black Viper in its initial form, it mutates and grows to a frighteningly large size and then floats above the player. The rest of the Harvest Yard stage is fought inside the alien monster. To enter it, the player must blast a hole in the Goliath’s rear end. This fodder object is not present on the Easy difficulty setting.
Found in stages: 9

Face Hugger Egg:

con4dsfhe

These alien eggs hatch an unlimited number of Face Huggers. This enemy is not present on the Easy difficulty setting.
Found in stages: 9

Face Hugger:

con4dsfh

Spawned from Face Hugger Eggs, these alien arachnids rapidly crawl along the ground and can even jump across or down platforms. This enemy is not present on the Easy difficulty setting.
Found in stages: 9

Alien Grunt:

con4dsalgrun

They quickly run across various parts of the stage, even jumping across gaps if needed. In certain challenges, they appear in other stages, as well (noted below with asterisks). This enemy is not present on the Easy difficulty setting.
Found in stages: 4*,7*,9

Gaping Maw Kettle:

con4dswalmth

Large mouths embedded in the grounds and ceilings. They periodically spit out 3 Cotton Balls. This enemy is not present on the Easy difficulty setting.
Found in stages: 9

Cotton Ball:

con4dscotbal

Spat out by the Gaping Maw Kettles. They fly in short bursts, temporarily homing in on the player before flying away. This enemy is not present on the Easy difficulty setting.
Found in stages: 9

Purple Falcon Viper:

con4dspurpfalvip

Flying alien xenomorphs that swoop down from above and attempt to charge into the player. They also chase the player for a short distance. This enemy is not present on the Easy difficulty setting.
Found in stages: 9

Ceiling Dropper:

con4dsceildrop

Purple alien creatures that crawl along the ceiling. At certain points, they drop down to platforms below and run in the player’s direction. They can jump across platforms to follow the player. This enemy is not present on the Easy difficulty setting.
Found in stages: 9

Lateral Head:

con4dslathed

They attack in 3 possible ways:

-They swoop down along the mid-line of the screen and extend slightly laterally

-They swoop down along their side of the screen and scoop up medially

-One head moves a short distance down and then across while the other moves to the ground and then across

These heads regenerate each time that they are destroyed. This enemy is not present on the Easy difficulty setting.
Found in stages: 9

Living Brain Organism Searle:

This incarnation of the brain enemy is reduced to a regenerating, intermediate enemy during the battle with Emperor-Demon Gyaba. It uses 3 possible attacks:

-Lowers down along the mid-line of the screen and then flies back and forth sinusoidally. It frequently emits purple flames that briefly fly left or right, and horizontally or diagonally, before dropping to the ground. Defeating this form provides the player with a gun powerup.

-Lowers down along the mid-line of the screen and then flies back and forth sinusoidally. It frequently discharges groups of 4 cervical innards in alternating + and X formations. Defeating this form provides the player with a gun powerup.

-Fly across the screen from the left, dropping 4 Bouncing Mini-Searles in different directions along its way. The brain cannot be destroyed, but its excretions must be in order to proceed in the boss battle.

The selected attack is random; they are not cycled through. This enemy is not present on the Easy difficulty setting.
Found in stages: 9

Bouncing Mini-Searle:

con4dsminisearle

Dropped by the Living Brain Organism Searles. They simply bounce around the screen. This enemy is not present on the Easy difficulty setting.
Found in stages: 9

Proboterror Bridge Bomber:

con4dsprobterrbridbom

They are a Proboterror variant that leap up high and cling onto a bridge from underneath, sometimes crawling closer to the bridge’s midpoint, and then detonate themselves. The bridge explodes and breaks apart as a result. This enemy is found only in one of the challenges. It is functionally identical to the Bridge Bombers.
Found in stages: 1*

Yellow Falcon Viper:

con4dsyfalconviper

Flying alien xenomorphs that swoop down from above and attempt to charge into the player. They also chase the player for a short distance. This enemy is found only in one of the challenges. It is functionally identical to the Purple Falcon Vipers.
Found in stages: 7*

 
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MINI-BOSSES

Track Cannon:

con4dstrackcan

This manned machine stalks the player over a long stretch of the Jungle stage. It rapidly shifts back and forth along a track, stopping either at random spots or above the player’s immediate position, and fires an explosive fireball straight down. If it fires at Destructible Pavement, the pavement will break down, forming Death Pits.

The cannon can be defeated using 2 possible strategies. The longer, safer method involves simply firing at it from the ground, at a distance, until it is destroyed. The quicker, riskier method involves shooting at the cockpit from above; this requires just 1 round of any gun. The former will prompt the Cannon Operator to escape from the vehicle; the latter will defeat him.

This mini-boss is optional, although difficult to skip without losing lives. If the cannon is destroyed near the start of its appearance, the player can ride it and use it as a weapon.
Found in stages: 1

Wall:

This short defense bunker consists of a Red Dirk McShooter on the roof, dual Mortar Cannons at mid-level and the Wall Core at ground level. The Mortar Cannons frequently fire bombs. Approximately every 10 seconds, the Wall Core charges up and fires a powerful laser beam that lasts for a few seconds. As the cannons and rooftop sniper are optional, simply destroying the Wall Core will defeat the mini-boss.
Found in stages: 1

Elevator Ambush:

con4dselevambush

Consists of Red Dirk McShooters and Red Nicky Napalms on various platforms. As the player ascends on the elevator, they attack as they appear on the screen. When the elevator rises to the top, the player cannot progress without defeating them.
Found in stages: 2

Soldier Gauntlet:

con4dssoldiergauntlet

Atop the waterfall, the player confronts a large number of soldiers. First, 20 Exterior Foot Soldiers swarm out of the outpost’s door, running either left or right. While defeating them is optional, skipping them will cost at least 1 life.

Next, 4 Red Dirk McShooters rise on the outpost’s roof. After they are dispatched, 2 thin and very tall towers rise on either side with a Blue Nicky Napalm on each. They are functionally identical to Red Nicky Napalms, throwing grenades at the player; however they take several more shots to defeat.

Finally, the player is confronted by 4 Black Dirk McShooters who rise on the outpost’s roof. They are functionally identical to the Red Dirk McShooters, but take several more shots to defeat. Only 3 must be defeated, as the fourth one is dealt with by the Waterfall Shadow Beast.
Found in stages: 2

Small Missile Submarine “Nouel”:

A more dynamic and elaborate variant of Operation C’s submarine boss. This mini-boss consists of numerous components; all of them must be destroyed to defeat it. From left to right, the components are: Port Turret; 3 Shell Turrets, immediately below the Port Turret; 4 Laser Cannons; Sine Turret.

The Port Turret raises out of a compartment and fires several large bullets straight upwards as the submarine moves. It is concealed again after firing is bullets. This turret is vulnerable only when exposed. The Shell Turrets fire large and fast bullets, simultaneously, at the player’s position. Laser Cannons alternate between being closed (protected) and opened (vulnerable); in the latter state, they emit a tall, continuous beam as the submarine moves. The Sine Turret continuously and rapidly fires bullets in a sinusoidal pattern.

When the mini-boss first appears, it rises from underwater and at the left side of the screen. It then moves to the right and its components fire in this order: Port Turret, Laser Cannons, Sine Turret. After pausing for a few seconds, during which the Sine Turret fires several rounds, the mini-boss moves back to the left. Now, the components fire in this order: Laser Cannons, Port Turret, Shell Turrets.
Found in stages: 4

Missile Hugger 3000:

con4mh3000

Stalks the player on the large missile. It uses 2 possible attacks. It either climbs up/down to the player’s level and punches him, or launches a few Tracking Mini-Missiles at him.
Found in stages: 4

Segmented Snake Fish:

A pair of very long, snake-like fish that swim at a high velocity. They enter from various sides of the screen and thrust out through various others in narrow and broad, arcing motions. Initially, these creatures remain segregated to the water; after a few dashes, however, they begin porpoising in eccentric arcing patterns.

These mini-bosses’ weak points are the segments that line the length of their bodies; this includes their heads and tails. It is recommended to defeat them before they porpoise, as their trajectories are difficult to predict.
Found in stages: 5

Jet Pack Reaper Gauntlet:

con4dsjpreapgaunt

The player must battle a group, or series of groups, of Jet Pack Reapers that deploy from the sea battleship. They exit from 4 possible hatches on the ship during the gauntlet.

This battle is partially timed; therefore, it is not required to defeat a specific number of these enemies. Instead, after a certain amount of time has passed, the player must simply clear the ones that remain on-screen. It is recommended to actively fight them, however, due to their Jet Pack Reaper Missiles.
Found in stages: 5

Ship Captain Reaper:

con4dsshpcapt

He sports a black, armored suit and wields a gun. However, he does not directly attack the player. Instead, he constantly hand-signals for Jet Pack Reapers to deploy from a hatch to attack.
Found in stages: 5

Urban Patrol Tank:

con4dstank

It randomly selects between firing a missile and a rolling grenade a few times. It then corners the player on the left before reversing and repeating the pattern. A Black Dirk McShooter is stationed on building platform immediately above. It is recommended to defeat that enemy prior to battling this mini-boss.
Found in stages: 7

Battle Bot Arachnid:

con4dsspider

A giant, robotic spider that boxes the player in on a low platform between 2 building walls, from above. It first strafes left and right repeatedly, firing a few series of bullets at the player. It then launches a fireball at the right building; upon impact, the resulting blazes propagate in opposite directions along the wall.

Next, the spider repeats the bullet attack, followed by 2 fireballs. Following the fireballs, it emits dual laser beams in an arc, starting from the left. The pattern then repeats, but with the opposite wall for its fireball and laser attacks; the mini-boss repeats with these alternations.
Found in stages: 7

Black Viper:

con4dsblackviper

When first confronted, Black Viper breaks out of its containment tube and charges to the left. It may then perform any of the following attacks/moves:

-Charge left/right on the ground

-Jab its claw forward from the ground

-Jump up and cling onto the ceiling or drop down from the ceiling

-crawl forwards and/or backwards on the ceiling

The mini-boss can be defeated before it can do anything beyond its initial charge attack. This mini-boss is not present on the Easy difficulty setting.
Found in stages: 9

 
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BOSSES

Tower Wall:

After defeating the Wall, it rises up until the destroyed section forms the second story of a 2-story wall bunker. The ground level portion of the wall is mostly identical to the initial wall, with 2 Mortar Cannons and a Wall Core.

From the hole of the initial, destroyed Wall Core above, a pulsing, Organic Wall Core is revealed. It uses the same laser attack, but at a different time phase than the one below. On the roof of this tall bunker are 5 Red Dirk McShooters.

The ally helicopter returns to assist the player with the upper story. Again, the goal of this battle are the wall cores; all other components are optional.
Found in stages: 1

Waterfall Shadow Beast:

A more powerful and more dynamic variant of the Waterfall alien from the original Contra. When it makes its appearance, it springs its tail up, impaling and ripping apart the last remaining Black Dirk McShooter. This boss consists of 2 phases; in both, its head is its weak point.

In the first phase, the boss repeats a routine of attacks. First, it slams each large claw on the ground a few times, alternatively and approaching the middle with each pair of strikes. Each strike sends a short shock wave medially. Next, it moves to one side of the screen and springs its tail horizontally across from that side. The alien then spits large spherical projectiles in a fanning motion, from left to right and then back to the left. During the latter, it pulls the player’s elevator up, really close to its head.

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After receiving enough damage, the alien slams the elevator, sending it crashing down at a high velocity. It then gives chase, with its sole attack being the spherical projectiles that it constantly spits, fanning back and forth.
Found in stages: 2

Splitting Illusionary Ogre Godomuga:

This form shares elements of both bosses from Contra’s Base stages, displayed in separate phases.

In the first phase, the head-shaped robot periodically splits into 2 virtual blinking images that initially separate a short distance before retracting and merging. They merge at a different spot each time. All heads, whether merged or virtual, emit Bubble Dimers.

After receiving some damage, they take longer to merge, moving around and crossing over each other a few times before doing so. In this first phase, the boss is vulnerable only in the single, merged form.

At the beginning of the battle, 4 Bowling Pin Mines are dispensed from 4 holes at the base of the wall. Afterwards, only 2 are dispensed at a time, from holes that are selected randomly. Throughout the first phase, Base Security Soldiers periodically appear.

After receiving enough damage, phase 2 begins. Here, the boss stops forming virtual images. Instead, the intact head rapidly and eccentrically moves left and right. It emits Bubble Dimers more frequently. All other enemies and objects stop appearing. The boss is now permanently vulnerable.
Found in stages: 3

Perforated Giant:

The Missile Hugger 3000 returns for one final battle, having clearly received heavy damage. The boss consists of 2 phases. It towers above and attacks from behind buildings.

In the first phase, it sidesteps left and right, following the player. Once one of its arms aligns with the player, it smashes that arm’s fist straight down into the road. Rarely, it punches diagonally down to the player with its other arm, instead. Throughout the phase, it periodically fires Tracking Mini-Missiles at the player.

The weak points of the boss during the first phase are its arms/hands, and only when they slam down. Once both are destroyed, phase 2 then begins. In this next phase, it simply sidesteps left and right without pausing, frequently firing Tracking Mini-Missiles. Its weakness is now its head.
Found in stages: 4

Colossal Barracuda:

con4dsbarracuda

This giant mutant fish dashes to the right side when the battle begins. From the right, it sweeps a long beam from its eye upwards and then downwards in an arc, starting horizontally and nearly reaching vertically. It slowly swims to the left as it does this. At the midpoint of the screen, it stops emitting the beam and moves to the left as some Filet O’ Deaths leap out of the water. The boss then repeats this pattern from the left side; it continues alternating from left to right.

The Colossal Barracuda’s weak point is its eye. The eye is vulnerable only after it has completed emitting its ocular beam and moves across the screen. Damaging the eye causes it to lose its dorsal thorns, 1-2 at a time, generally from front to back. The fish launches its thorns straight into the air at different directions, sometimes towards the player. Once all of its thorns are lost, the boss is defeated.
Found in stages: 5

Daikaku Robo Big Fuzz:

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In the first phase, it spits flames along the ground, from left to right and then right to left. It then spits flames through the air, from left to right. The boss’ weak point is its head. After enough damage, phase 1 ends and the robot gives chase temporarily before changing to phase 2.

The second phase starts with the robot attempting to open double doors. Each one contains a Door Lock; the player must fire fast enough at either one of them to close them on its head, removing it. If the player isn’t fast enough, the boss will pry the doors open and perform a cycle of the same attack pattern as in phase 1. Once it finishes, the player must try closing the doors again.
Found in stages: 6

Crustacean Cruiser:

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A very large alien crustacean that rises from underground, below the player and speeds along a highway in the City, with the player atop its back. Located near its feet are a series of Cysts of varying sizes. These cysts obscure a platform for the player. The boss itself does not use any attacks. Instead, it relies on the defense of Jet Bike Sniper Reapers and Jet Bike Grenadier Reapers.

The goal of this battle is the boss’ head. It is not easily accessible from the platform. The player most likely needs to destroy 1 or more Cysts, as well as bikers, to attack the head.

If playing on the Easy difficulty setting, this is the final boss of the game.
Found in stages: 7

Emperor-Demon Evil Heart Gomera Mosking:

Similar to previous incarnations, this alien heart does not use any attacks. The challenge comes the regenerating Ocular Turrets in front of it that are used as defense. As it receives more damage, the heart beats faster. This boss is not present on the Easy difficulty setting.
Found in stages: 8

Emperor-Demon Gyaba:

The final boss of the game, which consists of the interior of Black Viper’s head. The boss’ setup is similar to previous incarnations, featuring a central head (with a pair of Gyaba Eyes) and 2 Lateral Heads that regenerate when destroyed. However, additional components and attacks are present.

The Gyaba Eyes serve only to provide additional points for the player when destroyed. Below each Lateral Head is a giant Eyeball. These are completely harmless and serve 2 purposes: they act as meat shields for the Lateral Heads and destroying both awards the player an extra life.

The Lateral Heads attack in 3 possible ways:

-They swoop down along the mid-line of the screen and extend slightly laterally

-They swoop down along their side of the screen and scoop up medially

-One head moves a short distance down and then across while the other moves to the ground and then across

Defeating one of these heads will reveal a grapple point that is temporarily accessible. The player must grapple up on this object and fire into the Docked Brain, the main goal of this battle. This is the only way to damage the Docked Brain. After a few seconds, the grapple point is covered up, dropping the play back down, and the entire alien ensemble rises off-screen.

Next, a Living Brain Organism Searle enters the screen and attacks in 3 possible ways. Only after this minor brain opponent, or its attack, is defeated does the boss return. If the player did not attack the Docked Brain after destroying a Lateral Head, a new one simply regenerates. This boss is not present on the Easy difficulty setting.
Found in stages: 9

 
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OTHER DANGERS

Death Pit:

con4dsdethpt

As the name implies, falling into these kills the player. Some are deep pits that make for a very high fall and a usually unknown or inescapable landing area. Others contain a deadly surface or a pool of dangerous substances.
Found in stages: 1,2,4,7,9

Destructible Pavement:

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Separating segments of grass are weak patches of pavement. If the explosive fireballs of the Track Cannon hit them, they crumble, forming Death Pits.
Found in stages: 1

Foreground Rock Formation:

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This doesn’t pose a direct threat to the player. Instead, it is foreground scenery that obscures the view of the stage, increasing the chance of getting killed.
Found in stages: 2

Over The Shoulder Soldier Folder:

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Boulders that periodically drop out of holes and bounce along down platforms below them. There are large and small boulders. Naturally, the larger ones are more difficult to avoid.
Found in stages: 2

Missile Grapple Lock:

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These little latches are the only means of hanging onto the large missile during the later portion of the missile ride. They sequentially lock up after a brief warning, dropping the player if he was hanging from them.
Found in stages: 4

Missile Thruster Flame:

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The base of the large missile contains 3 thrusters that burst out flames. During the final segment of the missile ride, the player must stand on the thrusters. During this segment, the thrusters burst out deadly flames in a specific sequence, alternating in which one or which combination is active.
Found in stages: 4

Ceiling Compactor:

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A moving smasher trap on the ceiling that can adjust its position sideways. It then moves towards the screen until it is aligned with the player and smashes down twice before retracting.
Found in stages: 6

Human Civilian:

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These people are not at all enemies in the game. During Arcade Mode, they form a part of the foreground scenery in the City stage; however, they form a critical component of defeat to the Friendly Fire challenges (noted below by asterisks). Here, the player must avoid shooting them; doing so results in a defeat.
Found in stages: 1*,2*,7,9*

Desolate Sky:

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Unspecified region high in the air, off-screen that is deadly to the player.
Found in stages: 7

Foreground Highway Support:

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These don’t pose a direct threat to the player. Instead, they’re foreground scenery that obscure the view of the stage, increasing the chance of getting killed.
Found in stages: 7

Crusher:

Organic columns periodically rise and drop rapidly; the upper ones form crushers. This danger is not present on the Easy difficulty setting.
Found in stages: 9

Shutter Slit:

con4dsshutterslit

Found in the climbing segment immediately before the battle with Emperor-Demon Gyaba. As the screen scrolls up, pairs of slits rapidly move horizontally, forming platforms, in a sequence. Naturally, standing in between a pair of them as they close will cost a life. This danger is not present on the Easy difficulty setting.
Found in stages: 9

 
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