SUPER CONTRA > CONVERSIONS > AMIGA

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COMMODORE AMIGA



 
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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: Super C

Media/Formats: Disk

Developer: Unlimited Software Inc.

Publisher: NTSC-J: Unreleased

NTSC-U: Konami

PAL: Unreleased

Release: NTSC-J: Unreleased

NTSC-U: 1990

PAL: Unreleased

 
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OVERVIEW

The Amiga conversion of Super C was designed by the same company that designed the DOS conversion; USI is a pseudonym of DSI. This game is overall very similar to the DOS version. However, it is slightly less limiting, has slightly better sound and music quality and better play speed. There is no bias to using a joystick/gamepad over a keyboard or other peripheral hardware.

You can gain 10 lives after completing a level, like in the DOS conversion (including a maximum of 20 lives). There are no known cheats and no continues, but progress can be saved and loaded as in the DOS conversion. Some players might find the control scheme, which is similar the Amstrad CPC version of Gryzor, difficult to adapt to. The player jumps by pressing up without firing. Pressing down will crouch the player and, without firing, will drop the player to a lower ground, assuming they are on a platform (ex: the fourth stage).

This game is plagued with poor collision detection; lives are frequently lost by enemy bullets that noticeably do not contact the player. Like the DOS version, a major issue in this conversion is the unbalanced pace; enemies are much more aggressive than their arcade counterparts. It is, however, much worse for the Amiga conversion. This is especially true for enemies shooting bullets: they shoot too frequently, making it difficult for the player to progress without losing lives.

Enemy bullets themselves are disproportionately fast, making it very difficult to dodge them. The issue is compounded by the fact that off-screen enemies can attack the player, but can’t be attacked. There tends to be lag during heavy action, especially in 2 player mode.

Super C on Amiga is more closely based on the arcade original than the NES version, containing the same 5 stages that retain most of the source material. Most other aspects of gameplay, including enemies and weaponry, are translated with considerable accuracy. Additionally, the simultaneous 2-player mode is retained. One aspect of the controls that was not implemented, however, is the ability to control the player’s jump height.

amisupc2p

Covers:

sconami

 
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STAGES

Note: These stage names are unofficial.

Stage 1: Outpost
Stage 2: Base
Stage 3: Jungle
Stage 4: Catacombs
Stage 5: Breeding Ground

 
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ARSENAL

Like its arcade counterpart, all guns in the Amiga conversion feature automatic fire. However, most of them can be shot at a higher rate by rapidly pressing the fire button instead.

Powerups are acquired through certain objects scattered throughout the game.

-Blimps:

amiitem1

Machine Gun:

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. Despite the name, it is the same as the Normal Gun from other versions.

Rocket Launcher:

amiitem3

Shoots a rapid stream of bullets, fired automatically. At regular power, the firing rate can actually be increased by rapidly pressing the fire button. Once upgraded, it fires at an extremely high rate automatically. The upgraded Machine Gun is the most powerful and useful weapon in the game, even surpassing the Spread Gun. Despite its name, this gun is actually the Machine Gun from other versions.

Grenade Launcher:

amiitem4

Shoots grenades that, upon impact, produce small explosions that spread horizontally. The explosions are also damaging to enemies. When upgraded, the grenades cause more damage and produce more spreading explosions.

Laser Gun:

amiitem5

Shoots small, strong laser beams at a decent rate. When upgraded, shoots much longer beams at a slower rate.

Spread Gun:

amiitem2

Shoots 3 large, powerful bullets that fan out. When upgraded, it then shoots 5 fanning bullets, but the rate of fire is reduced.

Mega Shell:

amiitem6

Note: This weapon is only available during the overhead stages. A portable bomb that, when detonated, destroys most enemies on-screen and deals heavy damage to, or destroys, bosses/mini-bosses. The player can hold more than 1 shell at a time and the count is carried over between overhead stages.

 
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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.

Note: The number of enemies appears to increase in 2 player mode.

Fodder Enemies, Objects

Outpost Unarmed Foot Soldier:

supcamigaoufs

They simply run across parts of the stage, sometimes jumping off of platforms.
Found in stages: 1

Outpost Rifle Foot Soldier:

supcamigaorfs

Similar to the Outpost Unarmed Foot Soldiers, except these enemies stop to fire a bullet at the player before they resume running. Strangely, they’re also found in Stage 4 in this conversion.
Found in stages: 1,3,4

Outpost Standing Sniper:

supcamigaostsn

Standing at an elevated position, they fire bullets at the player.
Found in stages: 1,3

Sandbag Sniper:

supcamigasandbag

They lay prone on the ground with sandbags in front of them and fire bullets at the player.
Found in stages: 1,3

Grenadier:

supcamigagrenadier

Kneeling at an elevated position, they throw grenades down at the player.
Found in stages: 1

Shell Crate:

supcamigashellcrat

A large box of explosive shells installed atop the stilt tower of Stage 1. Shooting it out causes it to explode and kill nearby enemy soldiers.
Found in stages: 1

Clothesline Turret:

supcamigaclothesline

These glide back and forth along the length of beam tracks embedded in the mid-stage building, firing bullets at the player.
Found in stages: 1

Outpost Ground Turret:

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Periodically rises out of the ground to fire bullets at the player; it is vulnerable only in this state.
Found in stages: 1

Base Standing Sniper:

supcamigabstsn

Standing in place, they fire bullets at the player.
Found in stages: 2

Base Unarmed Foot Soldier:

supcamigabufs

They simply run around the screen, often following the player.
Found in stages: 2

Base Rifle Foot Soldier:

supcamigabrfs

Visually indistinguishable from the Base Unarmed Foot Soldiers, except these enemies fire bullets at the player.
Found in stages: 2

Rapid Fire Manned Turret:

supcamigamrftu

A mini-tank that is controlled by a soldier and it actively aims at the player, firing lines of 3 bullets at him.
Found in stages: 2

Steel Barricade Double Door:

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Large wall-like doors that blocks the player’s progress, located immediately before the Heavy Assault Tank.
Found in stages: 2

Guerrilla Foot Soldier:

supcamigagufs

They simply run across parts of the stage, often dropping down from trees.
Found in stages: 3

Jungle Ground Turret:

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Periodically rises out of the ground to fire bullets at the player; it is vulnerable only in this state.
Found in stages: 3

Triple Shell Cannon:

sconamitripshelltu

This large cannon fires 3 explosive shells in an arcing trajectory approximately once every 2 seconds.
Found in stages: 3

Face Hugger:

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Alien arachnids that crawl through the trees. They drop down to the ground to run into the player and can even hover back up in the air.
Found in stages: 3

Crawling Skull Bug:

supcamigacrskullbug

In Stage 3, they’re initially burrowed in the grass with the top of their heads exposed; they rise out and run towards the player when approached. These bugs can be killed while they’re inactive. In stage 4, they’re dropped from the Alien Hovercraft.
Found in stages: 3,4

Incubated Infant Metal Alien:

supcamigametegg

Infant-stage Metal Aliens inside large eggs. The eggs frequently open up and the alien peers out to fire a line of Homing Alien Amoebas.
Found in stages: 3

Homing Alien Amoeba:

sconamiinfanthomalam

Amoeboid flying creature shot by the Incubated Infant Metal Alien. They home in on the player.
Found in stages: 3

Reptilian Cephalopod:

supcamigareptceph

One is present on each arm of the Voodoo-Mask Alien. They sidestep along the arms, occasionally dropping a deadly goo out of their mouths.
Found in stages: 3

Alien Worm:

sconamialwrm

Stored in, and thrown out from, the Abdominal Reservoir of the Voodoo-Mask Alien. They also hatch from Worm Eggs in Stage 4. These tubular aliens rapidly crawl along the ground.
Found in stages: 3,4

Alien Amoeba:

supcamigaalam

Spat out by the Voodoo-Mask Alien, these creatures simply fly straight in a given direction. If dodged, they leave off-screen.
Found in stages: 3

Alien Grunt:

supcamigaalgrun

Humanoid aliens that simply run across sections of the stage, sometimes jumping off of platforms. They take multiple shots to defeat.
Found in stages: 4

Pseudopodal Embryo:

supcamigapseudopodam

They fly into the stage from the background scenery, moving in various orbiting patterns.
Found in stages: 4

Flying Skull Bug:

supcamigaflyskullbug

Similar in appearance to the Crawling Skull Bugs, these creatures constantly home in on the player, going as far as stalking him. Due to a glitch, they sometimes appear in Stage 3 with the Crawling Skull Bugs.
Found in stages: 3 (due to glitch),4

Cotton Ball:

supcamigacotbal

Deployed by the Alien Hovercraft and spat out by the Metal Alien. These alien creatures simply fly straight, in a given direction.
Found in stages: 4

Worm Egg:

supcamigawormegg

Resting on the ground, these alien eggs hatch an infinite number of Alien Worms. One Worm Egg is found directly below the Metal Alien.
Found in stages: 4

Defense Beetle:

supcamigadefbeetl

Alien beetles that crawl down from the top of the screen; they attempt to follow the player.
Found in stages: 5

Offense Beetle:

sconamioffbeet

Alien beetles that crawl down from the top of the screen; they attempt to follow the player. In addition, these bugs stop to fire bullets at the player. The Offense Beetles are visually indistinguishable from Defense Beetles.
Found in stages: 5

Ground Mouth:

supcamigagrmouth

Large mouths with several large, sharp teeth. These organisms infest a patch of ground on Stage 5. They can be tough to evade; a small delay when they begin springing out gives the player the warning that they will spawn.
Found in stages: 5

Chatter Head:

supcamigachathed

Large heads with exposed brains; they lack facial features, except for their gaping mouths. These enemies orbit around the player in big numbers, essentially serving as an inverse barrier: they protect the enemies outside of what they orbit. This makes it easier for surrounding enemies to kill the player.

While they do leave when the player progresses to a certain point in the stage, it is much more recommended to destroy them. Not only is the player unable to attack other enemies, he can sometimes run into some of them as they leave the screen, which will cost a life.
Found in stages: 5

Infant Beetle:

sconamiinfbeet

These small alien bugs are found in the prominent bug gauntlet segment of stage 5. They exit a foramen on the right side, cross the player’s path to enter a foramen on the other side. As these aliens appear in groups of 3 and there are holes for a long stretch of a stage, they can easily overwhelm the player.

These aliens also appear out of the 2 lateral caves during the battle with Alien Beast Hydra.
Found in stages: 5

Alien Wall:

supcamigaalbarr

Large organic wall that blocks the player’s progress, located immediately before the battle with Alien Beast Hydra. Takes a large amount of shots to break.
Found in stages: 5

Defense Gremlin:

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They spawn from the lateral caves during the battle with Emperor-Demon Gyaba. These small, dark aliens with wings fly towards the player. These creatures can persistently remain on-screen, stalking the player. Thus, it is recommended to eliminate them.
Found in stages: 5

Offense Gremlin:

supcamigaoffgrem

They spawn from the lateral caves during the battle with Emperor-Demon Gyaba. These small, dark aliens with wings fly towards the player, occasionally firing bullets at him. These creatures can persistently remain on-screen, stalking the player. Thus, it is recommended to eliminate them. These creatures are visually indistinguishable from Defense Gremlins.
Found in stages: 5

Lateral Head:

supcamigalathed

They frequently spring out of their caves and extend in 3 directions routinely. Only their heads are vulnerable, not their long necks.
Found in stages: 5

Mini-Bosses

M4A4 Tank:

supcamigatankm4a4

Rises on a lift out of the ground. A Machine Gun Soldier is stationed at the hatch, periodically firing bullets at the player. The tank drives back and forth, periodically firing a shell. If the soldier is defeated, the tank loses control and drives forward nonstop. This mini-boss is optional, but will cost a life to skip.
Found in stages: 1

Navy Helicopter:

supcamiganavheli

This helicopter consists of several destructible components. The Vehicle Energy Core, which is the main goal of this battle,is protected by an Armored Plate.

The Chopper Turrets actively aim and fire bullets at the player. While they are optional, some of them obscure access to the Vehicle Energy Core.

The helicopter first flies to the bottom-right of the screen, where Outpost Unarmed Foot Soldiers and Outpost Rifle Foot Soldiers deploy from its open back hatch. The mini-boss flies around the screen twice in a rough counter-clockwise path before leaving off-screen. Therefore, this mini-boss is optional, but will likely cost lives to skip.
Found in stages: 1

Spread Fire Tank:

supcamigambtank

The player battles 2 of these tanks, one after the other. They drive in from the side of the screen and park in front of the player. A soldier peers out of the hatch, actively aiming and firing lines of 3 bullets at the player. The tank itself fires 3 shells downwards in a spread formation. These mini-bosses are optional.
Found in stages: 2

Alien Hovercraft:

Simply flies back and forth above the player. It frequently drops Crawling Skull Bugs from its 2 open side doors. Additionally, it fires 3 Cotton Balls in a spread formation at the player.
Found in stages: 4

Alien Beast Hydra:

supcamigahydra

5-faced alien creature whose head peers out of a large cave. It periodically fires lines of 4-5 bullets in the general downward direction. Additionally, Defense Gremlins and Offense Gremlins spawn from the lateral caves.
Found in stages: 5

Bosses

Entrance Security:

supcamigaentrsecu

Consists of several components, including the Security Lock Energy Core, which is the main goal of this battle. Standing in front of this core are a Grenadier and an Outpost Standing Sniper on either side of him. They are protected by Sandbag Barricades. In addition, Outpost Unarmed Foot Soldiers and Outpost Rifle Foot Soldiers spawn from the left and right side, at ground level.

Although the core is the main goal and the other components are optional, at least the Grenadier and middle Sandbag Barricade must be destroyed to access it. It is also recommended to destroy the other components to make the battle easier. As it receives more damage, the core pulses faster.
Found in stages: 1

Heavy Assault Tank:

supcamigahatan

Controlled by 3 troops, the tank drives around the perimeter of the battle area. Installed at its anterior end is an extendable electrical offense weapon. The Main Operator is in the back-center of the tank; he is the goal of this battle. Protecting him are 2 anterolateral Tank Gunners. All 3 fire bullets at the player.
Found in stages: 2

Voodoo-Mask Alien:

supcamigavoodoo

This boss makes use of multiple components to attack. Resting on each of its arms is a Reptilian Cephalopod. Its gut serves as an Abdominal Reservoir of Alien Worms. Worms are passively thrown out of it, at a slow rate; however, each time the abdomen is hit by a bullet, it also throws out a worm.

The Voodoo Head is the main goal of this battle. It periodically fires Alien Amoebas in groups of 3. Although all other components are optional, the Abdominal Reservoir must be destroyed to access the head.
Found in stages: 3

Metal Alien:

supcamigametali

A xenomorphic, winged alien. When it’s first confronted, a Worm Egg is present below it. This creature dives into the player’s position and then retracts. Additionally, it fires Cotton Balls.
Found in stages: 4

Emperor-Demon Gyaba:

supcamigaedg

The final boss of the game. It consists of several components, only one of which is the main goal. There is a large central head and 2 small Lateral Heads.

The Lateral Heads frequently spring out of their caves and extend in 3 directions routinely. Only their heads are vulnerable, not their long necks.

The central head contains the Cervical Fetus, the main goal; Protective Eyes in front of the Cervical Fetus, serving as a temporary barrier; Pulsing Earlobes.

Strangely, the first Earlobe destroyed causes a bullet to be fired from its former spot. In addition to the components and attacks described above, the main head frequently fires bullets at the player in a sporadic pattern. Once the Protective Eyes and Pulsing Earlobes are destroyed, the main head stops firing bullets.

Overall, it is highly recommended to destroy at least some of the components to make this battle easier.

When this final boss is defeated, the Cervical Fetus, sporting wings and immune to damage, is seen exiting the main head and flying away.
Found in stages: 5

 
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CHEATS, ASSISTANCE

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

 
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FULL PLOT

NTSC-U:
Red Falcon returns to Earth after its first defeat, bringing new aliens and weapons to its aid. Its prominent new attack strategy is compromising the minds of US military personnel. Mad Dog and Scorpion have far greater odds against them when facing the pact of the aliens and their own comrades. Yet history repeats as the 2 guerrilla veterans gain another victory over Red Falcon.

The plot is lifted from the NES conversion, but contains minor changes. For example, it briefly describes the stage 2 boss (tank) as an alien recruit.

Characters

Mad Dog – protagonist; playable

Scorpion – protagonist; playable

Red Falcon – antagonist; lead alien entity

 
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SOUNDTRACK

•Thunder Landing
•Ruined Base – Great Heli
•In A Tight Squeeze
•Jungle Juncture
•No Escape
•Hotter Than Hell
•Pattern Clear No. 2
•Free World
•Continue (Unused)

 
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VARIANTS

There are currently no known variants of this conversion of Super Contra.

 
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REGIONAL DIFFERENCES

This conversion was released only in North America.

 
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DEVELOPMENTAL MATERIAL

Issue 34 of .info magazine includes a preview of Super C.

supcamirev

It appears mostly the same; however, the sky background does not exhibit the hue/tint effect, being uniform everywhere.

-The Konami advertising booklet Look Where Konami Is Going To Take You previews both home computer conversions of Super C:

supcamidoskonad5

The status bar is noticeably different from the final. The numbers beside the player 1/player 2 text could be the lives counter, but one for debugging, considering the number of digits displayed. The player 1 sprite in this screenshot is in fact the player 2 sprite in the final.

 
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TECHNICAL INFORMATION

-This conversion was programmed with a copy-protection scheme upon boot-up, which was commonly used in home computer games around its time. Players must input a specific code, among an array of codes that are found in characteristic copy-protected paper, at the prompt in order to play the game.

-One music track, which is played upon choosing to continue in the arcade original and after completing each stage in the DOS conversion, is unused in this version of Super C. However, the track is present in the game data.

 
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TRIVIA

Konami The Dirty:
The ending to the original Super Contra for arcade may seem inappropriate due to the way Bill (right) motions his gun.

Indeed, the carefully observant player may not be the only one to have noticed this. The ending to both home computer conversions, Super C, have a slightly different take on how Bill signals the arriving helicopter.

Commodore Amiga:

PC DOS:

On a side note, pay close attention to the jeep in the arcade original: the word Konami is painted on its side.

Not Contra:
Interestingly, the C is intended to stand for Commando, instead of Contra, according to the game’s box.

Economy Shipping:
A common practice of Konami (and possibly other game companies) with the home computer conversions that they publish is that all of the versions of a given title feature identical packaging; this includes the box, instruction manual and (usually) inserts. The package differs mainly in the actual video game media itself (ie: Commodore disks, 5.25″ DOS disks, 3.5″ DOS disks, etc.) and its labels.

To account for all of the versions, the necessary information pertaining to each is combined when listed on the box and discussed in the instruction booklets. This is an effective economical strategy for distribution, as most of the package contents are usually not specific to one version. In the instructions, for example, only the game loading and controls must be explained for each; the game’s story, company information and other such information are usually shared.

Therefore, for example, owners of a Commodore 64 title may also find information about its DOS and Amiga counterparts in the manual. The releases are distinguished from each other simply by a sticker, or the absence of one, on the front of the boxes that indicate for which home computer they are intended.

The Amiga and DOS versions of Super Contra were both published by Konami and, therefore, feature this shared packaging scheme. The former’s box has a sticker, stating that it is the Amiga version, pasted over the section denoting the DOS release.

Love Is Alienating:
Konami’s Nintendo 3DS dating sim New LovePlus features a rendition of the stage 2 theme (In a Tight Squeeze).

Recycled Relics:
Numerous elements from its predecessor, Contra, have been reused in Super Contra. They span all aspects of the game, from sound/music to gameplay and from obvious to highly subtle. Often, they undergo minor modifications and variations. Similarly, the concept may be reused in a new or different application. The reuse may not even be intentional (ie, independent implementation). All such elements are listed below. In parentheses are any particularities or if the given element pertains to a specific version of Contra. The majority of these items pertain the original arcade version of Contra, unless specifically stated.

Conceptual

-Stage themes:
Jungle
Enemy base
Alien

-Player characters:
Mad Dog (NES Contra, North American release)
Scorpion (NES Contra, North American release)

-Red Falcon organization

-Powerups appear in flying blimps

-Helicopter in the ending (NES Contra)

Sound Effects

-Arsenal (see here for more information):
Spread Gun (loosely)
Laser Gun (loosely)

Music

-To some extent, the variant of the victory theme played after completing each stage and defeating the penultimate boss

Visuals

-Player characters are distinguished primarily by their attire colors

-Roll-up jump

-Gun powerups are represented by gun sprites (arcade Contra’s Machine Gun and Laser Gun)

Gameplay

-Side scrolling (horizontal and vertical)

-Simultaneous 2 player mode

-1-hit death

-Temporary invincibility upon respawning

-Temporary invincibility upon starting each stage

-No continues (same as many conversions of Contra)

-Lives gained after completing each stage (similar to the Amstrad CPC and Commodore 64 conversions)

-8 aiming directions

-Shooting mechanics

-Powerup arsenal

-Powerups lost upon death

-Arsenal (see here for more information):
Normal Gun
Machine Gun
Laser Gun
Spread Gun
Shell (NES Contra’s Special)

-Opposition (see here for more information):
Unarmed Foot Soldier (side view)
Rifle Foot Soldier (side view)
Guerrilla Foot Soldier (side view)
Unarmed Foot Soldier (overhead view)
Rifle Foot Soldier (overhead view)
Standing Sniper (side view)
Standing Sniper (overhead view)
Face Hugger
Worm Egg

-Stages:
Base
Jungle
Catacombs
Breeding Ground

 
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PROMOTIONAL MEDIA

Posters And Ads

-Konami advertising booklet Look Where Konami Is Going To Take You:

supcamidoskonad5

-Collective brochure by Konami for home computer conversions of their games, Konami’s New Computer Games Cure Terminal Boredom:

KonamiCureBladesOfSteelSuperC

-Collective brochure by Konami for home computer conversions of their games, Introducing the Hardest Software Ever:

supc64flyr

 
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