NEO CONTRA > 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.

Note: Enemies and objects that take multiple hits to defeat have increased strength with increasing difficulty, as well as in 2 player mode. Some enemies also appear in greater numbers on higher difficulty settings.

Select a category:

Fodder Enemies, Objects
Mini-Bosses
Bosses
Other Dangers

FODDER ENEMIES, OBJECTS

Patrol Drone:

neoconpatrdrone

They fly around near the player briefly, before flying off. These are strictly lock-on enemies.
Found in stages: 1

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 2 x 1% = 2%

Barrel:

neoconbarrel

They’re simply minor obstacles that serve only to contribute to the hit rate percentage. Destroying them results in an explosion that can damage or kill nearby enemies.
Found in stages: 1,3

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 13 x 1% = 13%
Stage 3 Total: 5 x 1% = 5%

Rifle Foot Soldier:

neoconrfs

Chase the player in the stage; when close, they stop and shoot bullets at him.
Found in stages: 1

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 1%

Axe Foot Soldier:

neoconaxefs

They chase after the player; when close, they either swing their axe or charge at the player with it.
Found in stages: 1

Standing Sniper:

neoconstsn

They stand in place and 3 bullets at the player, reloading in between each burst.
Found in stages: 1,3,4

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 4 x 1% = 4%
Stage 3 Total: 6 x 1% = 6%
Stage 4 Total: 8 x 1% = 8%

Axe Foot Soldier Deployment Pod:

neoconaxefsdepod

These pods are dropped on the ground, shortly after which they open up and unload several Axe Foot Soldiers.
Found in stages: 1

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 2 x 1% = 2%

Riot Soldier:

neoconriotsold

They stand in place with temporary bullet barriers. They periodically move the shield aside to fire a bullet, during which they are vulnerable. Flames and explosions kill them immediately.
Found in stages: 1,3,4

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 12 x 1% = 12%
Stage 3 Total: 4 x 1% = 4%
Stage 4 Total: 8 x 1% = 8%

Kneeling Sniper:

neoconknsn

They kneel in place and fire 3 bullets at the player, standing up to reload between each burst.
Found in stages: 1,3

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 5 x 1% = 5%
Stage 3 Total: 3 x 1% = 3%

Parked Assault Tank:

neoconparkastank

Stationary tanks; their turrets aim at the player, charges up and fire machine gun bursts, reloading in between.
Found in stages: 1

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 2 x 1% = 2%

Assault Drone:

neoconasdrone

They fly around briefly, dropping a few bullets, before flying away off-screen. These are primarily lock-on enemies.
Found in stages: 1,4

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 5 x 1% = 5%
Stage 4 Total: 2 x 1% = 2%

Dual Machine Gun Turret:

neocondualmagutu

They rotate to follow the player and then fire several bullets, alternating between guns, in an arcing pattern.
Found in stages: 1,3

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 3 x 1% = 3%
Stage 3 Total: 4 x 1% = 4%

Sentry Drone Lite:

neoconsendronlite

They fly around briefly; if the player is in view, they stop and fire a few bullets at him. In either case, they fly off-screen shortly after. These are primarily lock-on enemies.
Found in stages: 1

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 3 x 1% = 3%

Sentry Mech:

neoconsentmech

They glide along the ground to the player; when close, they stop to fire bullets at him recoiling back with each shot.
Found in stages: 1

Bazooka Soldier:

neoconbazsold

They stand in place and periodically fire bazooka rockets at the player.
Found in stages: 1,3,4

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 11 x 1% = 11%
Stage 3 Total: 2 x 1% = 2%
Stage 4 Total: 5 x 1% = 5%

Sentry Drone:

neoconsentdron

Follows the player; when close, it stops and shoots a short machine gun burst along the ground as it flies forward. They can be attacked with ground-based guns with they descend partly to attack.
Found in stages: 1

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 4 x 1% = 4%

Parked Deployment Tank:

neoconparkdeptank

Stationary tank, out of which Axe Foot Soldiers deploy.
Found in stages: 1

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 1%

Tactical Sniper:

neocontacticsn

Hiding behind walls, they periodically step out to fire 3 bullets. If the player bypasses them, they run follow the player, stopping close to him to fire bullets in bursts of 3.
Found in stages: 1,4

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 4 x 1% = 4%
Stage 4 Total: 2 x 1% = 2%

Satellite:

neoconsatellite

In Stage 1, it serves no purpose outside of contributing to the hit rate. In Stage 3, these harmless objects must be destroyed to progress.
Found in stages: 1,3

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 1%
Stage 3 Total: 3 x 1% = 3%

Bazooka Sniper:

neoconbazsn

Standing on raised platforms, they target the player with high-flying bazooka rockets, with ground targets indicating where the rockets will land. These are primarily lock-on enemies.
Found in stages: 1,3

Hit Rate Statistics:
Value: 2%
Stage 1 Total: 2 x 2% = 4% (as part of the Base Entrance Security)
Stage 3 Total: 6 x 2% = 12%

Cone:

neoconcone

Although highly mundane, the Cones are tangible and due to being in groups, can restrict player movement.
Found in stages: 1

Construction Roadblock:

neoconconstrroadblck

These minor stage objects are also tangible, but play a bigger role in that they block the player’s path at various points, in groups.
Found in stages: 1

Alien Wasp:

neoconalwasp

They simply follow and fly into the player.
Found in stages: 1

Copter Mine:

neoconcoptmine

They simply hover in the air, free-falling; they are harmful if contacted.
Found in stages: 1

Hover Boarder:

neoconhovboard

They ride around, whipping their electric disc or charging at the player.
Found in stages: 2

Hit Rate Statistics:
Value: 2%
Stage 2 Total: 5 x 2% = 10%

High-Speed Sentry Mech:

nconhispdsenmech

When behind the player, they fire bullets; when in front, they drop time bombs that leave a sustained explosion upon detonating.
Found in stages: 2

Hit Rate Statistics:
Value: 1%
Stage 2 Total: 10 x 1% = 10%

Bouncing Barrel:

neoconbounbarrel

They bounce along the road and explode upon impact, or when destroyed.
Found in stages: 2

Dropper:

neocondroppr

These soldiers peer out of hatches and drop a payload out of it before hiding back inside. The payload randomly varies in play sessions between Drums (destructible), Canisters (destructible) and toxic shells.
Found in stages: 2

Hit Rate Statistics:
Value: 1%
Stage 2 Total: 11 x 1% = 11%

Smart Turret:

neoconsmtu

They fire 2 bullets at the player, then temporarily hide inside hatches before repeating the attack.
Found in stages: 2

Hit Rate Statistics:
Value: 2%
Stage 2 Total: 2 x 2% = 4%

Infant Plant:

neoconinfplant

They simply walk slowly into the player.
Found in stages: 2

Spore Mine:

neoconspormine

They pulse faster and faster until they explode, sending a bullet in the player’s direction.
Found in stages: 2

Sentry Mine:

neoconsentmine

They hover around with searchlights passively; when the player is caught by them, they shoot series of plasma rounds at him. This is primarily a lock-on enemy.
Found in stages: 3,4

Hit Rate Statistics:
Value: 1%
Stage 3 Total: 12 x 1% = 1%
Stage 4 Total: 4 x 1% = 4%

Katana Soldier:

nconkatfs

They follow the player; when close, they either swing their Katana or charge at the player with it.
Found in stages: 3,4

Dash Buggy:

neocondashbug

Drives around on patrol; when it approaches the player from the front, it accelerates into his direction in a straight line.
Found in stages: 3

Hit Rate Statistics:
Value: 2%
Stage 3 Total: 5 x 2% = 10%

Manned Boulder:

nconbould

Large, massive boulders with a soldier atop each one. They roll down in zig-zag motions, bouncing off of the side walls and ultimately shattering at the bottom of the hills.
Found in stages: 3

Beam Turret:

neoconbeamtu

They hover left and right, back and forth, a short distance while periodically emitting sustained fire beams.
Found in stages: 3

Hit Rate Statistics:
Value: 1%
Stage 3 Total: 5 x 1% = 5% (as part of the battle with the Pheromone Cephalopod Mech)

Alien Dragonfly:

neoconaldragfl

They fly around for a few seconds. Then, they lower to the player’s altitude, after which they aim and dash into him as they fly off-screen. This is primarily a lock-on enemy.
Found in stages: 4

Hit Rate Statistics:
Value: 1%
Stage 4 Total: 12 x 1% = 1%

Smart Mine:

neoconsmmine

They hover towards the player in orbiting motions.
Found in stages: 4

Anti-Aircraft Rifle:

neoconaarifle

Turrets installed on the sky cruiser; they fire high-powered bullets at a slow rate.
Found in stages: 4

Hit Rate Statistics:
Value: 1%
Stage 4 Total: 4 x 1% = 4%

Anti-Aircraft Machine Gun:

neoconaamagu

Turrets installed on the sky cruiser; they fire high-powered bullets at a fast rate.
Found in stages: 4

Hit Rate Statistics:
Value: 1%
Stage 4 Total: 8 x 1% = 8%

Anti-Aircraft Cannon:

neoconaacannon

Cannons installed on the sky cruiser; they fire groups of missiles that land around the player’s immediate position, indicated by targets on the spinning helicopter blades.
Found in stages: 4

Hit Rate Statistics:
Value: 1%
Stage 4 Total: 6 x `% = 6%

Pre-Deployment Drone:

neoconpreddrone

Remains stationary on the sky battleship, but powered on.
Found in stages: 4

Hit Rate Statistics:
Value: 1%
Stage 4 Total: 1%

Heavy Artillery Turret:

neoconhevarttu

Large turrets that aim at the player and fire long bursts of dual machine guns.
Found in stages: 4

Hit Rate Statistics:
Value: 1%
Stage 4 Total: 6 x 1% = 6%

Docked Drone:

neocondockdrone

Harmless, deactivated drones that remain stationary on the floating battleship.
Found in stages: 4

Hit Rate Statistics:
Value: 1%
Stage 4 Total: 4 x 1% = 4%

Defense Drone:

neocondefdron

Carried into view by a crane, this drone hovers in place, constantly firing plasma rounds at a slow rate and slowly turning to follow the player.
Found in stages: 1

Hit Rate Statistics:
Value: 1%
Stage 4 Total: 1%

Heavy Artillery Missile Cannon:

neoconhevartmisscan

They fire groups of missiles that land around the player’s immediate position, indicated by targets on the ground. Often, the player is required to destroy these cannons to proceed in the stage. This is strictly a lock-on enemy.
Found in stages: 4

Hit Rate Statistics:
Value: 1%
Stage 4 Total: 3 x 1% = 3%

Reflector:

neoconreflectr

These devices periodically surface out of the water in 2 possible configurations. They serve to reflect laser beams, which can result in various laser configurations.
Found in stages: 4

Adult Face Hugger:

neoconadfh

They crawl up to the player and either spit acid or roll into him.
Found in stages: 5

Hit Rate Statistics:
Value: 1%
Stage 5 Total: 11 x 1% = 11%

Face Hugger Egg:

neoconfhe

Alien eggs that spawn an infinite number of Infant Face Huggers.
Found in stages: 5

Hit Rate Statistics:
Value: 1%
Stage 5 Total: 18 x 1% = 18%

Infant Face Hugger:

neoconinffh

Primarily hatched from Face Hugger Eggs, these alien arachnids are functionally identical to the Adult Face Huggers, but smaller.

Fungal Plant:

neoconfungplant

Tall alien plants that launch spore projectiles at the player. This is strictly a lock-on enemy.
Found in stages: 5

Hit Rate Statistics:
Value: 1%
Stage 5 Total: 17 x 1% = 17%

Xeno-Fly:

neoconxenfly

They hover slowly in the air; when the player approaches them from the front, they launch organic projectiles in an arc at him. This is strictly a lock-on enemy.
Found in stages: 5

Hit Rate Statistics:
Value: 1%
Stage 5 Total: 7 x 1% = 7%

Charge Beetle:

neoconcharbeet

These alien bugs move in short, charging bursts. When close to the player, they perform a longer dash attack into him.
Found in stages: 5

Energy Ring:

neoconenring

They slide in orbits towards the player. If shot, each one breaks down into 3 smaller ones, which destroy completely when shot.
Found in stages: 5

Ground Mouth:

neocongrmth

Large alien mouths embedded in the ground. Each have a pair of eyes flanking them, also embedded in the ground. A serpentine tongue (the weak point) peers out of the mouth when alerted. These mouths spit 3 organic projectiles at a time, in spread formation, at the player. If the player is very close to a ground mouth while it is inactive, the tongue viciously springs out and bites him.
Found in stages: 5

Hit Rate Statistics:
Value: 1%
Stage 5 Total: 12 x 1% = 12%

Charge Mite:

neoconcharmite

They crawl up to the player; when close, they charge into him.
Found in stages: 5

Charge Mite Cocoon:

neoconcharmitcoccoon

Hanging from the ceiling, they produce an infinite number of Charge Mites. This is strictly a lock-on enemy.
Found in stages: 5

Hit Rate Statistics:
Value: 1%
Stage 5 Total: 7 x 1% = 7%

Lateral Head:

neoconlathed

They hover around the room, periodically crashing on the ground, which creates a ring of bullets that radiate outwards. This is primarily a lock-on enemy.
Found in stages: 5

Hit Rate Statistics:
Value: 2%
Stage 5 Total: 4 x 2% = 8% (as part of the battle with Emperor-Demon Gyaba)

Cerebral Mine:

neoconcerebmine

They orbit around the room near the ground. Sometimes, they glow blue or green and either speed up or slow down.
Found in stages: 5

Spread Fire Rocket Mech:

nconsprdfrrockm

They begin as rockets that fly up to the player’s altitude. Once reached, the rocket props open into a mech and fires 5 projectiles in a spread formation at the player. They then close into the initial rocket form and speed upwards. This enemy is not present on the Easy difficulty setting.
Found in stages: 6

Hit Rate Statistics:
Value: 2%
Stage 6 Total: 6x 2% = 12%

Rapid Fire Rocket Mech:

nconrfrockm

Similar to the Spread Fire Rocket Mechs, but these ones fire several curving bullets instead. This enemy is not present on the Easy difficulty setting.
Found in stages: 6

Hit Rate Statistics:
Value: 2%
Stage 5 Total: 4x 2% = 8%

Power Atom:

neoconpwratom

These floating devices maintain Master Contra’s shield. This fodder object is not present on the Easy difficulty setting.
Found in stages: 6

Master Contra Clone:

neoconmastconclone

They take part in the third phase of the battle with Master Contra, attacking the player with fiery projectiles. This enemy is not present on the Easy difficulty setting.
Found in stages: 6

Novel Master Contra Clone:

neoconnovmastclone

They follow the player around and slash him with their sword. This enemy is not present on the easy difficulty setting.
Found in stages: 6

 
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MINI-BOSSES

Mechanical Walker Babalu:

nconbabaluwalk

Large tank with multiple mechanical feet; it uses 2 attacks. It can launch a group of missiles that land on a section of the ground, indicated by targets. In addition, its Anterior Turret (the weak point) fires 4 bullets at a time, in groups of 2 and in random directions.
Found in stages: 1

Hit Rate Statistics:
Value: 2%
Stage 1 Total: 2%

Base Entrance Security:

neoconentrsecu

The security consists of a Parked Tank (the main goal) and 2 optional Bazooka Snipers. The tank is completely harmless; destroying it automatically defeats the 2 optional enemies.
Found in stages: 1

Hit Rate Statistics:
Parked Tank Value: 2%
Bazooka Sniper Value: 2%
Stage 1 Total: (2 x 2%) + 2% = 6%

Blossomed Alien Baby:

nconbabyali

A grotesque baby human head protruding from a giant, 3-jawed mouth. It can deploy Alien Wasps. Next, it projectile-vomits at the player a few times. In the third attack of its routine, the baby head hides in the creature’s mouth; the creature itself hides inside the hatch, during which it is immune to attacks, after launching several balls of discharge into the air. The discharge lands on random spots on the ground, splattering into harmful puddles that remain on the ground momentarily.
Found in stages: 1

Hit Rate Statistics:
Value: 1%
Stage 1 Total: 3%

Shaft Guard Machine:

nconfreefalmb

In the first phase, it starts by firing a charged energy beam, which it rotates to follow the player. It then repeats an attack where it lowers down, out of range, and launches several Copter Mines to random spots at the player’s altitude. The machine then rises up and performs the laser attack, with the mines present. Each time it lowers out of range to deploy new Copter Mines, the ones already present self-destruct. Its weak point is the Cannon Opening.

neoconshaftguar2

After receiving enough damage, it transitions to the second phase. The cannon splits into 3 smaller ones: 2 lateral cannons and a Central Cannon (the weak point). First, the Central Beam fires an energy beam straight. Then, the lateral cannons simultaneously fire energy beams that are sustained while the entire machine rotates.
Found in stages: 1

Hit Rate Statistics:
Value: 3%
Stage 1 Total: 3%

Armored Jeep:

neoconarmjeep

It has a turret mech in the back that aims and fires machine gun bursts at the player as the jeep drives back and forth. Alternatively, the jeep launches napalms at the road (often when aligned with the player); upon impact, they create a tall, sustained explosive blaze.
Found in stages: 2

Hit Rate Statistics:
Value: 5%
Stage 2 Total: 5%

WIG:

neoconwig

The player chases this large low-altitude military plane, which consists of multiple components. The wings contain optional Propellers, as well as Medial Turrets. The latter periodically shoot high-powered bullets at the player.

The main goal is the WIG Commander, who drops Bouncing Barrels off of the plane. This is strictly a lock-on mini-boss.
Found in stages: 2

Hit Rate Statistics:
Wing Propeller Value: 1%
Medial Turret Value: 1%
WIG Commander Value: 4%
Stage 2 Total: (4 x 1%) + (2 x 1%) + 4% = 10%

Wall Climber:

neoconwalclimb1

A large alien that crawls along the wall of the tower. It first appears behind the player, chasing him up the wall. During the chase, the player is attacked by Droppers, during which the creature briefly stops.

nconwallclimb

Eventually, it ends the chase, smashes off its cephalic shell and attacks the player. Surrounding the player, near the top of the screen, is a pair of Smart Turrets. The creature frequently spits dense toxic mist in an arc, leftwards or rightwards. Sometimes, it springs its head forward to bite the player. Its weak point is its head.
Found in stages: 2

Hit Rate Statistics:
Value: 10%
Stage 2 Total: 10%

Primary Entrance Security:

neoconprimentrsecu

Consists of an Armored Seal Door (main goal) and 2 Suspended Guns. The Suspended Guns aim and periodically fire rapid machine gun bursts at the player; they are strictly lock-on enemies. From ground vents, bowling pin mines periodically exit and travel in the player’s immediate direction.
Found in stages: 2

Hit Rate Statistics:
Suspended Gun Value: 3%
Armored Seal Door Value: 4%
Stage 2 Total: (2 x 3%) + 4% = 10%

Secondary Entrance Security:

neoconsecentrsecu

Consists of an Armed Seal Door (main goal) and 2 Suspended Guns. The Suspended Guns aim and periodically fire rapid machine gun bursts at the player; they are strictly lock-on enemies. From ground vents, bowling pin mines periodically exit and travel in the player’s immediate direction. The Armed Seal Door periodically charges up and blasts heat beams.
Found in stages: 2

Hit Rate Statistics:
Suspended Gun Value: 3%
Armed Seal Door Value: 4%
Stage 2 Total: (2 x 3%) + 4% = 10%

Mystery G:

neoconmystg

He can flip back sometimes. One of his attacks involves firing dual laser beams that reflect off of walls a few times before dissipating. He can also perform a homing charge attack. Another attack involves shooting dual, long-ranged flame throwers from laterally extended arms, as he rotates and moves around the room.
Found in stages: 2

Hit Rate Statistics:
Value: 10%
Stage 2 Total: 10%

Door Licker:

nconwalllicker

A large, alien tongue with 4 legs that clings onto the door that it guards. It spits 2-3 corrosive spheres in in random directions.
Found in stages: 3

Hit Rate Statistics:
Value: 3%
Stage 3 Total: 3%

Sand Dragon:

neoconsanddrag

Burrows in the sand, digging around underneath before it performs 1 of 3 possible attacks. It can porpoise a short or long distance. It digs out and crawls along the surface a short distance before burrowing back underneath. It also rises upright out of the sand and spits a few fireballs at the player; these fireballs burst into expanding rings of bullets upon hitting the ground.

This mini-boss consists of several optional Scaled Segments and the main goal, the Ascarid Head.
Found in stages: 3

Hit Rate Statistics:
Scaled Segment Value: 1%
Ascarid Head Value: 3%
Stage 3 Total: (8 x 1%) + 3% = 11%

Pheromone Crustacean Mech:

neoconphermech1

It can blast a sustained energy beam as it hovers and turns; it then immediately charges across the battlefield. Between each attack attempt, it jumps around a few times.

The mech is surrounded by a barrier that is maintained most of the time. It is temporarily deactivated at the end of its dash attack; shooting at it in this moment pushes it off of the edge, causing it to crash at the bottom; it climbs back up shortly after. The first phase is defeated pushing it off of the edge a few times.
Found in stages: 3

Hit Rate Statistics:
Value: 5%
Stage 3 Total: 5%

Pheromone Cephalopod Mech:

neoconphermech2

It deploys 4 Beam Turrets in front of it that hover left and right, back and forth, a short distance while periodically emitting sustained fire beams. The bot itself beams 1, followed by 2 and then 3 sustained heat rays in circles on the ground, around the battlefield.
Found in stages: 3

Hit Rate Statistics:
Beam Turret Value: 1%
Hovering Cephalopod Mech Value: 5%
Stage 3 Total: (5 x 1%) + 5% = 10%

Heavy-Duty Drone:

neoconhevdutdrone

It flies, circling the player’s helicopter. Its initial phase attack consists of deploying Smart Mines. After receiving some damage, it flies across the top of the helicopter before its next attack phase. The next attack consists of repeatedly charging up and firing plasma bursts. After receiving even more damage, it crosses the top of the helicopter again to deploy more Smart Mines.
Found in stages: 4

Hit Rate Statistics:
Value: 5%
Stage 4 Total: 5%

Ripple Satellite:

neoconripsat

Actively aims and fires bursts of 3 ripple lasers at the player. It must be destroyed to deactivate the laser barriers and proceed. This is strictly a lock-on enemy.
Found in stages: 4

Hit Rate Statistics:
Value: 3%
Stage 4 Total: 3%

Heavy Artillery Missile Launcher:

neoconhevartmisslaunch

A much larger missile weapon that must be destroyed to confront Animal Contra. It uses the same attack as the Heavy Artillery Missile Cannons.
Found in stages: 4

Hit Rate Statistics:
Value: 2%
Stage 4 Total: 2%

Ground Licker:

neocongrlicker

Large, diseased tongue with 4 legs. It launches 2-3 corrosive spheres in an arc. This mini-boss is optional; thus, it can be skipped.
Found in stages: 5

Hit Rate Statistics:
Value: 2%
Stage 5 Total: 2%

Shadow Beast Kimkou:

neoconkimk1

It appears by chasing the player onto the elevator. Once on the elevator, the creature performs a few different attacks in its first phase. It can turn to and charge into the player. Immediately following the charge attack, its tail launches several organic spurts; when these spurts hit the ground, they produce Infant Face Huggers. The mini-boss can also jump high and crash on the player’s immediate position.

neoconkimk3

After receiving some damage, it switches to its second phase. While remaining in the center of the elevator, it periodically charges up and emits dual ocular beams as it rotates its body for a few seconds. Attacking the mini-boss causes it to spin rapidly. Once it’s defeated, Shadow Beast Indrid emerges from its corpse.
Found in stages: 5

Hit Rate Statistics:
Value: 3%
Stage 5 Total: 3%

Shadow Beast Indrid:

neoconindrid

A giant alien moth. It can drop a large puddle of fluid from which Infant Face Huggers are produced. It also creates 3 large Energy Rings on the ground. When weakened, it also performs an attack where it partly descends and dashes across the elevator, creating 2 short-lived, but deadly streaks on the ground. This is strictly a lock-on mini-boss.
Found in stages: 5

Hit Rate Statistics:
Value: 3%
Stage 5 Total: 3%

Mural Arachnid:

neoconmurarch

A very large spider that is embedded into a wall; it guards, as well as forms, the entrance to the deep alien containment lab. In the first phase, the player fights the Miniature Arachnid that is conjoined to the larger, mural one. It shoots 4 very close groups of 6-10 bullets in spread formation.

neoconmurarch2

Once the Miniature Arachnid is defeated, the Labial Eye opens up above it, initiating the second phase. The eye simply beams heat rays along the ground, in straight lines, towards the player, proximal to distal. The eye must be attacked with a lock-on weapon.
Found in stages: 5

Hit Rate Statistics:
Miniature Arachnid Value: 1%
Labial Eye Value: 1%
Stage 5 Total: 1% + 1% = 2%

Emperor-Demon Gyaba:

This incarnation consists of a Central Head (main goal) and 4 Lateral Heads, all in separate glass capsules. The Lateral Heads hover around the room, periodically crashing on the ground, which creates a ring of bullets that radiate outwards.

The Central Head predominantly hides behind a tall barrier. It can draw multiple electrical beams along the ground, around the room. Periodically, 2 openings are formed at random spots on the barrier, out of which sprays of projectiles are launched.

Although the Lateral Heads are optional, killing them causes the entire barrier to periodically deactivate for a few seconds, making it much easier to attack the Central Head. However, the head then uses a rapidly rotating spray of projectiles, which is more difficult to dodge.
Found in stages: 5

Hit Rate Statistics:
Lateral Head Value: 2%
Central Head Value: 5%
Stage 5 Total: (4 x 2%) + 5% = 13%

Master Contra:

neoconmastcon1

In his Primary Form, he can swing his sword in a full circle, sometimes teleporting beside the player to do so. He can perform a jump attack where his landing creates a small fiery shock-wave on the ground. His other attack consists of launching fiery projectiles at the player from his sword.

He is shielded by default. The player must lock-on and destroy 3 floating Power Atoms that maintain his shield; doing so temporarily renders Master Contra vulnerable to attacks until a new set of 3 Power Atoms regenerate.

neoconmastcon2

After receiving enough damage, he switches to his Secondary Form. Master Contra performs a sword attack where he throws it across the room rapidly rotating. Each time it bounces off of walls, it splits into 2 smaller ones; this divisions occurs a few times before the swords disappear. He teleports to another spot in the room and repeats the attack.

neoconmastcon3

After even more damage, Master Contra switches to his Tertiary Form. He creates numerous Master Contra Clones. Together, they all surround the player, who is in the middle of the room and whose movement space is restricted by a Constricted Electrical Ring. They can each take turns shooting fireballs at the player; alternatively, 3 of them simultaneously shoot fireballs; furthermore, different groups of 2 in the crowd can take turns shooting fireballs.

Defeating a clone will prompt the surrounding crowd to disappear and reappear, with the defeated clone replaced. After a while of the crowd performing an attack, they all disappear and reappear to perform another attack. If the player moves outside of the electrical ring, they will be constantly struck by Ceiling Electricity. This mini-boss is not present on the Easy difficulty setting.
Found in stages: 6

Hit Rate Statistics:
Primary Form Value: 10%
Secondary Form Value: 10%
Tertiary Form Value: 20%
Stage 5 Total: 10% + 10% + 20% = 40%

 
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BOSSES

Guerrilla Contra:

neoconguerrcon1

The first elite member is fought while he controls his large walker tank.

In the first phase, it jumps around, periodically stopping to attack. Its Energy Reservoirs launch orbs that explode into harmful high-energy puddles on the ground. Its Posterior Cannon periodically launches groups of missiles that land on the player’s position, indicated by targets on the ground. The Anterior Cannon periodically fires spread-fire missiles at the player; these form circular blazes on the ground, radiating outwards.

Its Anterior Legs can be destroyed, but are optional. The player must destroy the 4 dorsal weapon components to proceed to the second phase.

neoconguerrcon2

In the second phase, the machine transforms into Titan, an upright mech robot. It moves to the player in small jumps and then can perform a few different attacks. It can jump far behind; its heavy landing creates 3 blazes on the ground that propagate in spread formation to the player. It can also make a high jump near the middle of the battlefield, causing large debris to drop from the ceiling above. Furthermore, the mech can jump far behind and charge across the room at the player.

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The player must shoot the Titan Legs to temporarily disable the mech; this prompts Guerrilla Contra to peer out of the hatch and launch a few homing rockets. Guerrilla Contra himself is the weak point, and must be attacked with a lock-on weapon.
Found in stages: 1

Hit Rate Statistics:
Anterior Leg Value: 1%
Energy Reservoir Value: 1%
Posterior Cannon Value: 1%
Anterior Cannon Value: 1%
Guerrilla Contra Value: 2%
Stage 1 Total: (2 x 1%) + (2 x 1%) + 1% + 1% +2% = 8%

Plant Contra:

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The second of the elite soldiers, now mutated into a giant plant creature. In the first phase, it spits large seeds at the player; upon hitting the ground, they hatch Infant Plants. It also lunges its head forward to the player and drags its mouth through the ground.

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In the second phase, its mouth is open more widely. Plant Contra now launches several Spore Mines on the ground. Its weak point is its mouth, which must be attacked with a lock-on weapon. Throughout the phase, 2 Hammerhead Piranhas circle around the room.
Found in stages: 2

Hit Rate Statistics:
Value: 10%
Stage 2 Total: 10%

Pheromone Contra:

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Lucia fights alongside her mech, a combination of the Pheromone Crustacean Mech and the Pheromone Cephalopod Mech. She controls it remotely and is assisted by it. The Combined Mech periodically fires missiles in the air that land on random spots on the ground, with targets indicating the exact spots.

Lucia has a few attacks of her own. While in the air, she is electrically charged by the Combined Mech; after creating 2 virtual images, all 3 dive in spread formation into the player. While still electrically charged, she can tandem-charge into the player.

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Alternatively, she can be infernally charged, after which she lands down, sending a fiery shock-wave that radiates out. While still infernally charged, she can kick 2 seeking fireballs along the ground; or she can send an expanding fire wheel rolling in the player’s immediate direction.

Sometimes, she performs cartwheels between attacks. Shooting at her neutralizes her current charge. As she is weakened, she increases the number of elements in her attacks (ex: virtual images, projectiles, etc.).
Found in stages: 3

Hit Rate Statistics:
Value: 10%
Stage 3 Total: 10%

Animal Contra:

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The fourth of the elite soldiers, it is a talking dog that commandeers a marine battle tank. Its 2 Laser Arms can rapidly fire bullets as the tank moves sideways, left and right, eccentrically. Reflectors can surface from under water in a specific formation. When the Laser Arms emit laser beams, they bounce off of the Reflectors into a star configuration, which the tank rotates. The Reflectors can be arranged in a different way; the laser configuration then forms an approximate box, which is also rotated.

The main goal of the battle is the Central Compartment. It beams a wide laser that the tank can rotate, as well.
Found in stages: 4

Hit Rate Statistics:
Laser Arm Value: 5%
Central Compartment Value: 5%
Stage 4 Total: (2 x 5%) + 5% = 15%

Living Brain Organism Searle:

neoconsearle

The surviving organ of the defeated Emperor-Demon Gyaba; it grows in size before the battle begins. This alien brain performs 4 possible attacks. It can rapidly fire several sets of 4 small projectiles out of itself in a + formation as it rotates. It can lay multiple Cerebral Mines around the room. Another attack involves shooting several large fireballs, one at a time, at the player. Its fourth possible attack consists of generating several timed mines at random spots around the room.

If playing on the Easy difficulty setting, this is the final boss of the game.
Found in stages: 5

Hit Rate Statistics:
Value: 5%
Stage 5 Total: 5%

Space Station Project C:

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Project C itself is not directly destructible. It can use dual ocular heat rays that, in turn, cause explosive rays to rain down on the ground all over the room. He can also spit out Novel Master Contra Clones that follow the player and slash him with their sword.

A set of 4 High-Resistance Power Atoms float in the air, sustaining Project C’s life. To defeat the boss, they must be destroyed before the Timer reaches 0:00. This boss is not present on the easy difficulty setting.
Found in stages: 6

Hit Rate Statistics:
Value: 40%
Stage 5 Total: 40%

Project C:

neoconfinboss

The true final boss of the game, a sentient computer that manifests as a large, organic, flying cyborg head.

It can spit several blasts that, upon impact with the ground, explode into rings of bullets that radiate outward. It also spits several fireballs; when these hit the ground, they each form 3 blazes that spiral out in a formation of expanding, rotating triangles.

Furthermore, it spits a material beam that converts into bullets along the length and trajectory of the beam’s impact on the ground; the bullets’ directions collectively form a spiral. Some of these bullets are different in form; they home in on the player momentarily, then dissipate.

The boss is attacked by lock-on weapons. However, fighting it is entirely optional, as it eventually dies by itself. Attacking it only speeds up the process. As time elapses, or as the boss receives damage, the outer layer of its face gradually degrades. This boss is not present on the Easy difficulty setting.
Found in stages: 7

Hit Rate Statistics:
Value: 100%
Stage 5 Total: 100%

 
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OTHER DANGERS

Hammerhead Piranha:

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These sand creatures circle around the sandy battlefield; they briefly slow down when attacked. They cannot be destroyed.
Found in stages: 2

Combined Mech:

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It periodically fires missiles in the air that land on random spots on the ground, with targets indicating the exact spots. It also charges Pheromone Contra electrically or infernally. This mech cannot be destroyed.
Found in stages: 3

Plasma Cannon Trap:

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4 indestructible cannons that form part of a central ground installment. They fire plasma rounds across the ground at a slow rate.
Found in stages: 4

Constricted Electrical Ring:

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Surrounds and limits the player’s movement space. This danger is not present on the Easy difficulty setting.
Found in stages: 6

Ceiling Electricity:

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Constantly strikes the player when he is out of the bounds of the Constricted Electrical Ring. This danger is not present on the Easy difficulty setting.
Found in stages: 6

Timer:

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Space Station Project C must be destroyed before the timer counts down completely; otherwise, it will result in a Game Over. This danger is not present on the Easy difficulty setting.
Found in stages: 6

 
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