CONTRA FORCE > ARSENAL
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Contra Force may or may not have introduced gameplay conventions to the series, depending on fans’ opinion about its association with Contra games. Each of the 4 characters has unique weapons and the weapon system itself is unlike in any other Contra game.
Rather than acquiring the powerup weapons directly, players must accumulate a required number of “briefcases” for a given weapon. These suitcases are found in destructible elements of the stages. Most guns inconveniently have a very short range.
The following weapons/attacks are shared by all 4 characters.
The player starts with this gun and, assuming they have a gun powerup, will revert to it when respawning after death. It can be fired at a fast rate by rapidly pressing the fire button.
Increases the player’s on-screen shot limit from 2 to 3 shots. Requires 4 suitcases.
The character performs a powerful jump that damages enemies and renders the player immune to many attacks throughout the jump. The player glows red during the attack. Requires 5 suitcases.
Burns’ Specific Weapons:
Grenades are tossed in an arcing trajectory, which makes it useful for strategic attacks. Requires 2 suitcases.
Automatically fires bullets at a fast rate. Requires 3 suitcases.
Smith’s Specific Weapons:
Shoots long-range bullets that cause more damage than the Pistol. Requires 2 suitcases.
Shoots missiles that actively seek enemies and causes considerable damage. However, the missiles can miss targets at crucial moments. Requires 3 suitcases.
Iron’s Specific Weapons:
Shoots a blast of flames that cause moderate damage. Requires 2 suitcases.
Shoots long-range rockets that cause heavy damage. Requires 3 suitcases.
Beans’ Specific Weapons:
Detonates approximately 2 seconds after being planted. Produces a series of explosions around the detonation site. Requires 2 suitcases.
Detonates quicker than the Time Bomb, producing stronger explosions that extend further. Requires 3 suitcases.