CONTRA > CONVERSIONS > J2ME

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MOBILE (J2ME PLATFORM)



 
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Release Information
Overview
Stages
Arsenal
Opposition
Cheats, Assistance
Full Plot
Soundtrack
Variants
Regional Differences
Developmental Material
Technical Information
Trivia
Promotional Media

RELEASE INFORMATION

Title: Contra

Media/Formats: Digital Download

Developer: Konami Online

Publisher: NTSC-J: Konami

NTSC-U: Konami

PAL: Konami

Release: NTSC-J: June 18, 2003

NTSC-U: 2006

PAL: 2006

 
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OVERVIEW

Contra for the mobile J2ME platform is a strange case among the mobile releases. The Japanese branch of Konami Mobile developed and released a J2ME-based version of Contra in 2003, based on the arcade original and featuring 3 levels. This version was later exhibited as a trial on Konami Mobile’s former website and also distributed to some customers. It is the one being described in this section because no record of any other J2ME version exists.

It is a conversion featuring large sprites in small levels, as well as sluggish and unresponsive controls. Konami Mobile’s North American branch insisted that it was an old version which was not being sold since the branch’s debut in 2006, a claim that had been proven to be false. One prominent example is the video of the PAL release (see below).

There have been reports from customers that this was the mobile Contra that they received, as late as 2007. Upon playing that full version, customers would discover that the J2ME variant only has 3 levels (actually 2, as this game considers the base boss a level itself). Some theorized that this version was meant only as a demo. This is untrue, however, because the instructions in the main menu confirm the game to only have 3 levels; the base boss is considered Red Falcon’s core.

The biggest issues with this version, besides its astoundingly short length, are the clunky controls and hit detection. Players die when bullets or enemies barely touch them, making for a lousy experience. Otherwise, the conversion is accurate in what it contains. The base stage lacks a map and a timer, though. The music is decent, although there are no sound effects. While there are no continues after losing all lives, it is not necessary due to the difficulty and length of the game.

Another oddity can be found in the pause menu:

It may never be known how the Konami Code is meant to be inputted or what is its effect. Giving the player 30 lives is undoubtedly excessive, as this version is both short and very easy. An email inquiry to Konami Mobile returned no straight answer. Similarly, the main menu features a nonfunctional option, Gameroom. Its use is also unknown. Like most cell phone games, this game is strictly single player.

The following 2 screenshots are from the Japanese version:

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In 2004, this conversion of Contra underwent minor modifications and received a release in China for BREW-based phones:

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Demo: This 3-level J2ME version was featured as the playable trial on Konami Mobile’s now-defunct website. Despite the time limit, it was possible to complete the game directly from the trial.

Note: As is always the case, apart from the platform that your cell phone runs on, the version of Contra you receive depends on the hardware of your cell phone. It may contain limitations, like lack of sound or music, weaker visuals, levels are split differently, etc.

Covers: N/A; this version of Contra is a digitally downloaded product.

 
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STAGES

Note: These stages names are unofficial.

Stage 1: Jungle
Stage 2: Base
Stage 3: Defense Core

 
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ARSENAL

In the J2ME version, the player has the option of choosing between automatic and manual firing.

Powerups are acquired through various objects scattered throughout the first stage.

-Ground canisters:

conj2meitem1

-Blimps:

conj2meitem2

Normal Gun:

The player starts with this gun and, assuming they have a gun powerup, will revert to it when respawning after death.

Machine Gun:

conj2meitem6

Shoots a rapid stream of bullets. Like the arcade original, it is represented by a gun icon.

Fireball Gun (F):

conj2meitem5

Shoots small fireballs in a corkscrew trajectory. Can be difficult to use as a result of this, as well as its slow rate of fire. Deals slightly more damage than the regular bullets.

Laser Gun:

conj2meitem4

Shoots a long laser beam that causes massive amounts of damage. Although it is the strongest gun, it has a slow rate of fire. Like the arcade original, it is represented by a gun icon.

Spread Gun (S):

conj2meitem3

Shoots 5 bullets that fan out. Useful for multiple targets and large groups of enemies at far range and inflicts heavy damage at close range.

 
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OPPOSITION

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.

Fodder Enemies, Objects

Unarmed Foot Soldier:

conj2meofs

The weakest and most basic enemy of Contra. They predominantly run along sections of numerous stages. Occasionally, they jump off the edge of grounds in an attempt to chase the player, though this sometimes results in them falling to their death.
Found in stages: 1

Standing Sniper:

conj2mestsn

This soldier stands in place, actively changing aim to follow the player and firing in a constant pattern.
Found in stages: 1

Guerrilla Sniper:

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Hidden in the background bushes, these enemies periodically spring out and shoot horizontally towards the player’s side. They are vulnerable only when they stand up to fire.
Found in stages: 1

Smart Turret:

conj2mesmtu

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

Ground Arc Turret:

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Hidden in the ground, they rise up and out when the player reaches close proximity. Always facing to the left, they are able to fire in 2 directions, horizontally and diagonally, that form a partial arc range.
Found in stages: 1

Sharpshooter:

conj2mesharpsh

Stationed at the roof of the Wall. This soldier is hidden most of the time, but occasionally stands at the roof’s edge to actively aim and fire a shot at the player. He is vulnerable only when revealed.
Found in stages: 1

Hopping Troop:

conj2mehoptropp

Hops across the far end wall in various corridors, firing a bullet each time he lands.
Found in stages: 2

Rifle Foot Soldier:

conj2mebasrfs

They run across the corridor walls while firing bullets at the player.
Found in stages: 2

Bowling Pin Soldier:

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They run across the corridor walls while sending Bowling Pin Mines at the player.
Found in stages: 2

Rifle Clique Soldier:

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Appears in groups of 5; they run to the center of the corridor, line up beside each other and fire 5 bullets at the player before leaving to the left or right.
Found in stages: 2

Base Turret:

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Placed in various positions on various corridor walls. These turrets fire a bullet less than once per second. They actively aim at the player’s position.
Found in stages: 2

Base Sub-Core:

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Placed in various positions on corridor walls. The Base Sub-Cores (and Base Cores) are the goal of the corridors. These ones are found on all corridor walls that precede the one with the Base Core. All other opposition are optional; destroying these will clear the enemies present and disarm the electrical barrier to allow the player to proceed.
Found in stages: 2

Bowling Pin Mine:

conj2merpge

Thrown by the Bowling Pin Soldiers towards the player. They can be destroyed.
Found in stages: 2

Fire Ring:

conj2mefiring

Shot by Lone Inflammatory Eye Garumakiruma. Their large size makes them easy to hit.
Found in stages: 3

Bosses

Wall:

conj2mewall

Building entrance to the first Base stage.This defense bunker consists of a Sharpshooter on the roof, dual Mortar Cannons at mid-level and the Wall Core at ground level. The Mortar Cannons frequently fire bombs. As the cannons and rooftop snipers are optional, simply destroying the Wall Core will defeat the boss and complete the stage. The core turns red when nearly destroyed.
Found in stages: 1

Base Core:

conj2mebasco

Primary goal of the Base stage, they are found on the center of the corridor wall immediately before a boss battle. They take more damage than Base Sub-Cores. All other opposition are optional; destroying these will clear the enemies present and disarm the electrical barrier to allow the player to proceed to the boss battle that follows.
Found in stages: 2

Defense System:

conj2medefsys

The boss battle that follows Base 1. When first reached, the player is confronted by the first phase, consisting of Shell Turrets (ST) and Defense Cores (DC) in the following arrangement:

ST DC ST
DC DC DC

The Shell Turret cycles between opening up to fire 3 shells in a spread formation and closing for a few seconds. The Defense Cores, which are harmless, are the goal of the first phase. Although destroying the Defense Cores activates the second phase, it is recommended to destroy the Shell Turrets beforehand in order to make the second phase easier.

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The ultimate goal of this boss battle is destroying Lone Inflammatory Eye Garumakiruma, the second phase. This eye-shaped robot slides back and forth within the security screen, actively aiming and shooting large destructible Fire Rings at the player.
Found in stages: 3

Other Dangers

Exploding Bridge:

conj2meexplbrid

This bridge is rigged with explosives, likely mines. When the player runs over certain spots, the explosives detonate, killing the player if they don’t evade quickly.
Found in stages: 1

 
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CHEATS, ASSISTANCE

There are currently no known cheats, helpful glitches, etc.

 
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FULL PLOT

NTSC-J:
No information yet.

NTSC-U:
An enemy organization, Red Falcon, makes its intents of world conquest well known. Bill Rizer makes his way through the organization’s base in an unspecified jungle and destroys the core’s supercomputer, thwarting Red Falcon’s plans.

Characters

Bill Rizer – protagonist; playable

Red Falcon – antagonist organization

 
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SOUNDTRACK

•Contra
•Battle In The Dense Jungle
•Fortress Maze 1
•Fortress Maze 2

 
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VARIANTS

The following is an animated preview GIF on the website of Handmark, one of the remaining distributors of the Windows Mobile port:

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Notice a slight variation with the instruction bar constantly on the screen during gameplay.

 
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REGIONAL DIFFERENCES

NTSC-J: 魂斗羅 (Contra)

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NTSC-U: Contra

PAL: Contra

The PAL version features multilingual options and a distinct message upon quitting the game.

 
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DEVELOPMENTAL MATERIAL

There is currently no known developmental material to present.

 
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TECHNICAL INFORMATION

None yet.

 
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TRIVIA

Unmatched Incompetence:
The terrible customer service of Konami Mobile was enough for many players to boycott their products. However, a testament to how unrelated they really are to Konami is shown in this screenshot:

According to Konami Mobile’s knowledge, 1986 was Contra’s birth year.

 
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PROMOTIONAL MEDIA

There is currently no known promotional media to present.

 
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