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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.

Note: Enemies and objects that take multiple hits to defeat have increased strength with increasing difficulty.

Select a category:

Fodder Enemies, Objects
Mini-Bosses
Bosses
Other Dangers

FODDER ENEMIES, OBJECTS

Unarmed Foot Soldier:

con1ene1-1

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. Their spawning number increases with increasing difficulty.
Found in stages: 1,4,7-9

Guerrilla Soldier:

conarcguerrsold

Carrying a knife, they jump out of the water and try to stab the player from below. These enemies appear only at the start of the Jungle stage, on the highest difficulty setting.
Found in stages: 1

Standing Sniper:

con1ene1-2

This soldier stands in place, actively changing aim to follow the player and firing in a constant pattern.
Found in stages: 1,4,7-9

Guerrilla Sniper:

conarcguerrsn

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:

con1ene1-3

Embedded in the ground, these turrets are able to fire in 16 directions, like the player. They actively seek out the player’s position.
Found in stages: 1,4

Ground Arc Turret:

con1ene1-4

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 3 directions, including horizontally, that form a partial arc range.
Found in stages: 1,4

Sharpshooter:

conarcsharshoo

Stationed at the roof of the Wall. This soldier is hidden most of the time, but occasionally peers out to fire a few shots at the player. He is vulnerable only when revealed.
Found in stages: 1

Hopping Troop:

conarchoptrp

Hops across the far end wall in various corridors, firing a bullet each time he lands.
Found in stages: 2,5

Base Rifle Foot Soldier:

conarcbasrfs

Runs across some corridor walls, occasionally firing a few bullets.
Found in stages: 2,5

Rifle Clique Soldier:

conarcriflecliq

Appears in groups of 5; they run to the center of the corridor, then spread out, stopping every few steps to fire.
Found in stages: 2,5

Running Grenadier:

conarcrungren

Runs across some corridor walls, throwing a grenade when he first appears.
Found in stages: 2,5

Bowling Pin Soldier:

conarcrpge

Soldier who runs across some corridor walls, tossing Bowling Pin Mines towards the player.
Found in stages: 2,5

Powerup Hopper:

con1item-p3

Harmlessly hop across the far end wall in various corridors. Upon defeat, they yield a gun powerup for the player. Distinguished from the rest of the enemies by their orange attire (all other soldiers sport purple uniforms).
Found in stages: 2,5

Base Turret:

con1ene2-3

Disarmed and placed in various positions on various corridor walls until reached by the player. These turrets fire a bullet less than once per second. They actively aim at the player’s position.
Found in stages: 2,5

Base Sub-Core:

con1ene2-2

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 corridors. These ones are found on all corridors 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: 2,5

Bowling Pin Mine:

con1ene2-1

Thrown by the Bowling Pin Soldiers towards the player, spread out across the width of the hallway. They can be destroyed.
Found in stages: 2,5

Steel Barricade:

conarcstelbarr

Placed in front of the far end wall of some corridors. These short metal walls serve as a temporary shield for enemies, turrets and cores. They appear cracked and damaged the more they are shot.
Found in stages: 2,5

Fire Ring:

conarcfirering

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

Scuba Soldier:

con1ene4-1

Hidden in the water, they are inactive until the player climbs past them. These soldiers periodically emerge to fire a shell upwards. The shell splits into 3 smaller ones that drop back down and explode upon impact. These enemies are vulnerable only when they emerge.
Found in stages: 4,7

Falling Boulder:

conarcfalbould

Out of holes in mountain rock, these destructible boulders occasionally drop out and bounce down the platforms.
Found in stages: 4

Winged Soldier:

con1ene6-1

Runs near the computer mid-line and jumps down to the player, wings open.
Found in stages: 6

Defense Gunner:

con1ene6-2

Stops at various positions along the 2 computer platforms and actively shoots at the player’s position for a few seconds before running off-screen.
Found in stages: 6

Bubble Dimer:

conarcbubdim

They follow a variety of eccentric patterns, usually rapidly homing in on the player.
Found in stages: 6

Jet Pack Soldier:

con1ene7-2

They fly a short distance in the air before lowering to the ground and approaching the player; they wield a blade. If dodged, these soldiers simply hover off-screen.
Found in stages: 7

Rifle Foot Soldier:

conarcrfs

They stop running to fire 4 shots before running again.
Found in stages: 7-9

Prone Gunner:

conarcproneguner

They stop running to duck and fire 3 shots before running again.
Found in stages: 7-9

Grenadier:

conarcgrenadi

They stop running to drop 4 grenades before they resume running.
Found in stages: 7-9

Manned Turret:

con1ene7-3

Consists of a kneeling soldier who is protected by, and shoots through, a gun port shield. He fires a bullet approximately once every 1.5 seconds.
Found in stages: 7-9

Carrier Cart:

conarccart

Simply rolls across the screen from right to left, usually with a Standing Sniper or Grenadier atop. Players can stand on it safely, though it serves little purpose. It can, however, kill the player by hitting him.
Found in stages: 9

Alien Fetus:

con1ene9-2

Spat from the mouth of Emperor-Demon Dragon God Java and also appear shortly prior. These alien creatures fly across the screen. Some of them home in on the player, while others move in various patterns.
Found in stages: 10

Wall Mouth:

con1ene10-1

Alien mouths embedded in the walls. They spit out Cotton Balls; the spitting rate increases with increasing difficulty.
Found in stages: 10

Cotton Ball:

con1ene10-2

Spat out from Wall Mouths. They follow eccentric patterns, though usually rapidly home in on the player.
Found in stages: 10

Face Hugger Egg:

con1ene10-3

These alien eggs surround and protect Emperor-Demon Evil Heart Gomera Mosking. They hatch an unlimited number of Face Huggers.
Found in stages: 10

Face Hugger:

con1ene10-4

Spawned from Face Hugger Eggs, these alien arachnids also appear shortly prior to the confrontation with Emperor-Demon Evil Heart Gomera Mosking. They rapidly crawl along the ceiling or ground and often swap surfaces through the air, making them difficult to dodge.
Found in stages: 10

 
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MINI-BOSSES

High Speed Anti-Gravity Hovercraft:

con1ene7-1

A small ship that floats in the air above the player. Its left and right side doors open and unload an infinite number of Jet Pack Soldiers (faster on higher difficulty settings). Additionally, the ship drops disc mines from a ventral hatch. This mini-boss is optional, but will cost a life to skip.
Found in stages: 7

Helmet Demonic Titan Soldier Gorudea I:

con1ene7-5

A large, armored super-soldier that is confronted at the start of Energy Zone (Stage 8). This first iteration tosses disc mines that slide along the ground a short distance before flying up. He throws either 1, 2 or 3 mines at a time, with varying time intervals between each (randomly).

He uses 2 jumping maneuvers. For one, he jumps in place in an attempt to dodge the player’s bullets. For the other, he leaps forward repeatedly until he reaches the left end of the screen, as a lunging attack. When damaged more and more, he blinks faster and faster. This mini-boss is optional, but will cost a life to skip.
Found in stages: 8

Emperor-Demon Dragon God Java:

con1ene9-1

Fought at the start of Stage 10. Large xenomorph head that spits out Alien Fetuses. The number of fetuses spat out increases with increasing difficulty.
Found in stages: 10

 
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BOSSES

Wall:

conarcwall

Building entrance to the first Base stage. A siren sounds off when approached, which loses pitch when the boss is almost destroyed. This defense bunker consists of 1 or more Sharpshooters on the roof (depending on the difficulty setting), 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:

conarcbasco

Primary goal of the Base stages, they are found on the center of the corridor wall immediately before a boss battle. Initially disarmed, these large cores are exposed when reached by the player. 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: 2,5

Defense System 1:

conarcdefsys1

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 an oblique spread formation and closing for a few seconds. It’s vulnerable only in the latter phase. The Defense Cores, which are harmless, are the goal of the first phase. They pulse red when taking damage and later permanently pulse red when almost destroyed. 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.

con1ene3-1

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. The firing frequency increases with increasing difficulty and also as it is sustains more damage. The robot pulses red when taking damage.
Found in stages: 3

Shadow Beast Devil Statue Guromeides:

con1ene4-2

Resting atop the waterfall, this building is the entrance to the second Base stage. At the lowest level and most laterally, on each side, a Smart Turret is placed. Medially and more superior, the Quintuple Cannon is placed. This weapon, as its name implies, consists of 5 shielded cannons that occasionally fire 5 shells that fan out obliquely. The exposed weapon takes damage, thus it is vulnerable only when it opens up.

The Quintuple Cannon ultimately serves as a barrier to the gem-shaped Tower Core, found at the head (roof). Thus, destroying it exposes the harmless core, rendering it vulnerable to damage. It is the primary goal of this boss battle; all other components are optional (though it is impractical to destroy the Tower Core without first destroying the Quintuple Cannon).

The core changes from blue to red when nearly destroyed. Besides the tower, Unarmed Foot Soldiers occasionally run across from either side of the ground.
Note: The Tower Core’s sprites are very similar to those of the powerup containers.
Found in stages: 4

Defense System 2:

conarcdefsys2

The boss battle that follows Base 2. When first reached, the player is confronted by the first phase, consisting of a Shell Turret (ST) and Defense Cores (DC) in the following arrangement:

ST
DC DC DC
DC

The Shell Turret cycles between opening up to fire 3 shells in an oblique spread formation and closing for a few seconds. It’s vulnerable only in the latter phase. The Defense Cores, which are harmless, are the goal of the first phase. They pulse red when taking damage and later permanently blink red when almost destroyed. Although destroying the Defense Cores activates the second phase, it is recommended to destroy the lone Shell Turret beforehand in order to make the battle easier.

In addition to the aforementioned defense components, 2 enemy types run across 2 height levels on the computer wall and attack the player: Winged Soldier and Defense Gunner. When phase 2 begins, they stop spawning.

con1ene6-3

The ultimate goal of this boss battle is destroying Splitting Illusionary Ogre Godomuga, the second phase. It consists of a pair of head-shaped robots that, on a periodic and temporary basis, simultaneously split into 2 virtual blinking images that separate a short distance before retracting and merging. Each head is vulnerable only when merged.

Both the merged form and each virtual image fire destructible Bubble Dimers. The firing frequency increases with increasing difficulty and also as the head sustains more damage. The heads pulse red when taking damage and later permanently pulse red when almost destroyed.
Found in stages: 6

Heavy Armored Vehicle Sweeping Dogura:

con1ene7-4

The player must battle 2 of these armored trucks consecutively. When first confronted, the trucks slow down to a stop. Their prominence is the large amount of shots required to destroy them. In contrast, their only attack is firing clusters of bullets, dodged simply by not jumping. As they sustain more damage, their colors change.

If they’re not destroyed in a certain amount of time, they will stop firing, resume driving and (if not destroyed in time) kill the player as they leave the screen. In this sense, these armored trucks are optional bosses.
Found in stages: 7

Helmet Demonic Titan Soldier Gorudea II:

conarcgorud2

The second large, armored super-soldier that is confronted at the end of Energy Zone (Stage 8). This second iteration performs the same attacks and actions as the first one, but also throws bouncing disc mines that bounce at varying distances, randomly. When damaged more and more, he blinks faster and faster. This mini-boss is optional, but will cost a life to skip.
Found in stages: 8

Emperor-Demon Evil Heart Gomera Mosking:

con1ene10-5

Final boss of the game, an alien heart. The heart itself does not attack the player. The challenge comes from its defenses: several Face Hugger Eggs (that spawn Face Huggers) surround it and some Wall Mouths can be present (if not destroyed prior to confronting the boss). All defenses are optional, but destroying at least some of them will make the battle easier. As the heart receives more damage, it beats faster.
Found in stages: 10

 
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OTHER DANGERS

Exploding Bridge:

conarcexplbrid

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

Timer:

conarctimer

Not a danger that’s tangible with the player, but still a restriction that risks the player’s remaining lives. The player must complete each Base stage within their respective time limits. Otherwise, they lose a life every time that the limit is passed.
Found in stages: 2,5

Electrical Barrier:

conarcelecbarr

Though these don’t cost a life, they temporarily stun the player if the player attempts to run forward, rendering them vulnerable to other enemy attacks.
Found in stages: 2,5

Death Pit:

conarcdethpt

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: 4

Bridge Blaze Wall:

conarcbridblazwal

The early bridge in the Waterfall stage has been set on fire and a large blaze wall moves back and forth along the bridge’s length.
Found in stages: 4

Thrown Grenade:

conarcthrowngren

Grenades are thrown from the stage background, likely from a hidden enemy. They follow a narrow parabolic arc and are thrown in a preset pattern.
Found in stages: 7

Exposed Flame Pipe:

conarcflampi

These pipes periodically burst out a large beam of flames. They’re the prominence of the Energy Zone.
Found in stages: 8

Claw Compactor:

conarcspiketrp

Compactors with claws at their base instead of the usual smasher set-up. They reach down to varying distances with different impaling patterns and triggers, requiring different evasive strategies.
Found in stages: 9

Credit to Game Kommander for most of the images presented.

 
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