Overview
The aliens returned. Super C (Super Contra in arcades) picked up where Contra left off with more weapons, new overhead stages, and the same brutal difficulty. Two players fought through alien-infested military bases, coordinating fire and sharing limited lives. The Konami Code still helped—you’d need it.
Fast facts
- Developer: Konami.
- Arcade name: Super Contra.
- Players: Two simultaneous.
- Predecessor: Contra (1987).
New features
| Change |
Detail |
| Overhead stages |
Top-down action |
| New weapons |
Additional firepower |
| Enemy variety |
More alien types |
| Stage design |
Fresh challenges |
Weapons
| Power-up |
Effect |
| Machine gun |
Rapid fire |
| Spread |
Multi-directional |
| Laser |
Powerful beam |
| Fire |
Rotating fireballs |
Stage types
| Type |
Perspective |
| Side-scrolling |
Traditional Contra |
| Overhead |
Top-down view |
| Boss battles |
Pattern-based |
Difficulty
| Challenge |
Cause |
| One-hit deaths |
Instant failure |
| Limited lives |
Even with code |
| Enemy density |
Constant threats |
| Pattern memorisation |
Required for success |
Konami Code (NES)
| Code |
Effect |
| Up, Up, Down, Down… |
10 extra lives |
| Necessity |
Near-essential |
| Tradition |
Konami standard |
Cooperative strategy
| Tactic |
Application |
| Spread coverage |
Cover different angles |
| Weapon coordination |
Different load-outs |
| Life sharing |
Carefully manage |
| Communication |
Call out threats |
Series context
| Entry |
Year |
| Contra |
1987 |
| Super C |
1988/1990 |
| Contra III |
1992 |
| Contra: Hard Corps |
1994 |
See also