Fact-checked by Grok 2 weeks ago

Contra Force

Contra Force is a run-and-gun action video game developed and published by for the (), released exclusively in in September 1992. As the third entry in the Contra series for the NES, it follows an elite independent team known as C-Force in their mission to liberate Neo City from the terrorist organization D.N.M.E., which has seized control and kidnapped the city's chief commissioner. The game's plot unfolds across five distinct missions, each set in varied environments such as warehouses, battleships, high-rises, helicopters, and headquarters, where players battle enemy forces and massive bosses while collecting power-up suitcases to upgrade weapons like machine guns, flame throwers, homing missiles, and grenades. Unlike previous Contra titles that primarily used side-scrolling gameplay, Contra Force incorporates a mix of side-scrolling and top-down overhead perspectives, adding tactical depth to the fast-paced shooting action. Players can select from four commandos—Burns (agile jumper with grenades), Smith (versatile with homing missiles), Beans (fastest runner with time bombs), or Iron (heavy firepower with bazookas)—and switch between them mid-mission or deploy "Battle Plans" for AI-controlled support, such as covering fire or rear defense. Originally developed under the working title Arc Hound for a potential release that was ultimately canceled, Contra Force supports single-player and two-player cooperative modes, with players starting with three lives and the option to continue from the beginning of the current stage upon defeat. The game emphasizes destructible environments, secret passages, and strategic weapon management, making it a notable evolution in the series despite its late lifecycle timing, just before the transition to 16-bit consoles.

Gameplay

Mechanics and controls

Contra Force employs a run-and-gun format that alternates between side-scrolling perspectives in stages 1, 3, and 5, where players move horizontally while able to jump and crouch, and top-down overhead views in stages 2 and 4, allowing free eight-directional movement without jumping or crouching. In both views, shooting is eight-directional, enabling players to aim in any direction while moving to engage enemies from multiple angles. The control scheme is straightforward and consistent across perspectives: the handles movement and aiming, the A button triggers jumps (or jump-and-shoot when combined with B), the B button fires the current weapon (with crouch-fire when held down), and the Start button pauses the game or accesses sub-menus for and battle plan selection. The button activates weapon changes once power-ups are acquired. Power-ups are collected as briefcases dropped by enemies, filling a Gradius-style meter at the bottom of the screen that advances a cursor through available upgrades; players then use the Select button to choose enhancements like the for rapid fire, flamethrower for close-range area damage, or homing missile for tracking enemies, with the meter resetting upon death to prevent permanent progression loss. This system encourages strategic selection over instant pickups, allowing customization based on stage demands. The game supports single-player mode, where players control one commando and can summon an AI-controlled partner via adjustable battle plans—ranging from defensive options like (partner shields ahead), Back Cover (protects rear), or Round Cover (protects sides) to more aggressive ones like Front Keep (partner attacks forward), Back Keep (attacks behind), or Assist Cover (mirrors player actions)—with each summon lasting about six seconds but rechargeable for repeated use. Two-player mode allows a second human player to join at any time using a different commando, promoting simultaneous progression without AI intervention. Players begin each stage with three lives, and contact with enemies or hazards results in one-hit death, deducting a life and respawning at the last safe point or stage start; continues are available up to a limited number, restarting the current stage from the beginning without checkpoints to maintain high tension. Character selection influences basic attributes like speed and jump height, but core mechanics remain uniform across choices.

Characters and weapons

Contra Force features four playable operatives from the Contra Force team, each with distinct physical attributes and specialized weapon loadouts that influence . The characters are Burns, the team leader with balanced capabilities and exceptional jumping ability; Iron, a heavy weapons expert characterized by reduced speed and jumping height but enhanced power in attacks; , a noted for high accuracy and extended firing range; and Beans, the demolitions specialist who is the fastest mover with the second-highest jumping ability. Players select one character at the start and can switch between them during to adapt to different combat scenarios, while a second character serves as an AI-controlled partner. The arsenal system revolves around a power gauge that upgrades through collectible power-ups dropped by destroyed enemies and environmental objects, allowing selection of more advanced weapons via the controller. All characters begin with the default (P), a short-range , which can be enhanced to character-specific options across four main categories: rapid-fire weapons like the (MG) for Burns or the (B) for Iron; long-range precision tools such as the (R) for ; area-control explosives including the (HM) for ; and short-range crowd-control like the Flame Thrower (FT) for Iron. Additional power-ups include the Turbo Power (TP), which enables triple-firing of the selected weapon, and the Rolling Attack (RA), providing temporary invincibility during jumps. Beans uniquely incorporates a mechanic, deploying Time Bombs (TB) with a long fuse for delayed area denial or Time Mines (TM) with a short delay to trap enemies, complementing his agile movement for tactical positioning. Burns can also access Hand (HG) to target foes behind obstacles, adding explosive options to his versatile kit. These mechanics integrate with the core shooting system by emphasizing choices over uniform abilities. The partner AI is customizable through six Battle Plans, activated to summon the second operative for brief support periods, allowing players to dictate behavior such as Front Cover for forward protection against enemies and traps, Back Cover for rear defense, Round Cover for side protection, Front Keep to attack ahead, Back Keep to attack behind, or Assist Cover to mirror the player's movements from behind. This system enables strategic depth in co-op or solo play, where the AI partner's role adapts to the selected plan without permanent control handover.

Stages and objectives

Contra Force consists of five stages that alternate between side-scrolling and top-down perspectives, emphasizing progression through enemy-infested environments without any alien threats, unlike earlier titles. Players must advance linearly to the end of each stage, defeating waves of human soldiers, tanks, turrets, and other vehicles to reach and destroy a , with no side quests or branching paths. The game's structure highlights tactical advancement, where upgraded weapons from earlier sections prove effective against clustered foes like ground troops. In Stage 1, set in the with a side-view layout, players navigate an abandoned facility filled with stacked boxes, conveyor belts, and ambushing D.N.M.E. agents, including ground troops and stationary turrets. The primary objective is to push forward while destroying destructible objects for power-ups and eliminating soldiers, culminating in a confrontation with the Warehouse Leader boss, a heavily armed human commander. Stage 2 shifts to a top-down view aboard the U.S.S. Unkmy , where players explore the ship's interconnected corridors and compartments, avoiding patrols of roaming soldiers and automated turrets while destroying barriers and hatches that deploy enemies. The goal involves clearing rooms filled with human foes to reach the Sub Leader boss, a entity that emerges and attacks. The third stage returns to side-view at the Sheeshee Towers Construction Site, featuring vertical progression amid unfinished high-rise structures, elevators, hanging chains, and hazards like flame jets from pipes, with confrontations against armored units including flamethrower soldiers and reinforced vehicles. Objectives center on precise platforming and shooting to ascend the building, defeating the Airborne Leader boss, an that deploys attacks from above. Stage 4 adopts a top-down perspective on the Thunder Wolf Helicopter, involving combat against swarms of jets, anti-air turrets, and soldiers on the moving rotorcraft surface and wings. The core objective is to eliminate airborne threats and deck-based emplacements while maneuvering to avoid falling off, leading to the takedown of the Convoy Leader boss that commands additional units. Finally, Stage 5 unfolds in side-view at the invaded C-Force Headquarters, presenting intense firefights against waves of elite D.N.M.E. soldiers, tanks, and explosive traps in the team's own base. Players must survive escalating assaults through corridors and rooms to reach the Thunder Wolf, the organization's leader, achieving victory by depleting the final boss's health across its multiple attack phases.

Plot and setting

Story summary

In 1992, the metropolis of Neocity faces a dire threat from the terrorist organization D.N.M.E., which seeks through the proliferation of arms and has kidnapped the city's chief to consolidate control. To combat this menace, C-Force—an elite independent unit composed of alumni from the National Special Force—is formed to restore order and dismantle the group's operations. The story begins when C-Force leader Burns receives an urgent phone call from informant , who reveals that D.N.M.E. is targeting the Head of . Burns rushes to meet Fox at the harbor, only to discover his assassinated body amid an ambush by D.N.M.E. agents. With Fox's death confirming the escalating danger, the C-Force operatives—Burns, Smith, Iron, and Beans—launch an immediate investigation, embodying the playable characters who drive the narrative forward. The linear plot progresses through a sequence of critical missions as C-Force raids the harbor warehouse to avenge Fox and gather intel, infiltrates a battleship controlled by D.N.M.E., assaults a construction site high-rise, assaults a sky fortress from a commandeered helicopter, and culminates in a final assault on the invaded C-Force Headquarters. In the climax, the team confronts the D.N.M.E. leader in a intense multi-form boss encounter, ultimately defeating the villain and liberating Neocity to restore peace. The narrative concludes straightforwardly with the credits rolling, emphasizing the heroes' victory without branching paths or alternate endings.

Themes and characters

Contra Force shifts the thematic focus of the Contra series from extraterrestrial invasions to human-driven terrorism and modern counter-terrorism operations. Set in the near-future year of 1992 in the fictional Neo City, the game portrays a world where the terrorist organization D.N.M.E. has seized control, kidnapping the city's chief commissioner and unleashing chaos through criminal activities. This emphasizes human versus human conflict, eschewing the science-fiction elements of alien threats prevalent in prior Contra titles, and instead highlights themes of strategic military intervention by an elite independent . The antagonists, D.N.M.E., represent a generic evil empire archetype, depicted as an "immortal" terrorist group bent on dominating Neo City without deeper ideological motivations revealed in the game's lore. Their actions, including the bombardment of citizens with a "typhoon of a crime wave," evoke subtle echoes of Cold War-era concerns over illicit arms proliferation and international terrorism, though the plot provides no explicit geopolitical depth. This human-centric villainy underscores the game's exploration of resilience and tactical warfare in an urban setting, where players must dismantle the organization's operations across diverse locales like warehouses and battleships. The playable characters are members of the C-Force, an independent group composed of from national , each bringing specialized military backgrounds to the counter-terrorism mission. Burns serves as the team leader, a tactical proficient in weaponry like pistols, machine guns, and grenades, with exceptional jumping abilities for navigating environments. Iron is the heavy weapons specialist, wielding flame throwers and bazookas despite his slower speed and jumping, emphasizing brute force in combat. Smith acts as the and , equipped with rifles and homing missiles, excelling in agile rolling attacks for and precision strikes. Beans, the demolitions , deploys time bombs and mines, leveraging his speed and strong jumping to set traps and disrupt enemy lines. These brief in-game profiles highlight their elite training, motivating their unified effort to liberate Neo City from D.N.M.E.'s grip.

Development

Original concept as Arc Hound

Development of Contra Force began in 1990 under Konami's NES development team, initially conceived as an original title titled Arc Hound exclusively for the Famicom . It was promoted in Konami's brochures and magazines such as Famicom Tsūshin. The project was led by Mitsuo Takemoto and Koji Horie, who crafted it as a fresh distinct from existing franchises, emphasizing combat against human adversaries—specifically terrorists—across stages blending top-down overhead and traditional side- perspectives. Slated for an October 1991 release, Arc Hound was ultimately shelved for due to the launch of the Super Famicom and the development of Contra III: The Alien Wars, which rendered it unprofitable for the . The game's audio was handled by composers Kenichi Matsubara, Tomoya Tomita, and Yasuhiko Manno, who produced the before any considerations of or series affiliation arose. Devoid of roots like prior entries, Arc Hound was engineered entirely for hardware from the ground up, employing the MMC3 memory management controller to support advanced graphical features such as extended handling and .

Localization to Contra Force

The game, originally developed under the title Arc Hound without any connection to the Contra series, was rebranded as Contra Force for its North American release in September 1992. This change was made by Konami to leverage the established popularity of the Contra franchise following the success of titles like Super Contra (1988) and Operation C (1991), positioning it as a spin-off entry despite its standalone origins. Localization efforts were minimal, focusing primarily on adapting the game's text for English-speaking audiences. The briefing screens, which outline mission objectives against the terrorist organization DNME, feature localized names for the protagonists—such as Burns, , Beans, and Iron—and straightforward English dialogue that emphasizes military operations in Neo City. No significant plot alterations or occurred beyond the inherent fit of the human enemy forces with Contra's theme, as the narrative avoids the series' typical elements. Development delays, stemming from the project's cancellation in Japan and subsequent repurposing for the NES market, postponed the release until after Contra III: The Alien Wars launched in March 1992. Konami opted to integrate it into the lineup as a , even though its terrorist-focused storyline diverged from the alien canon, to capitalize on lingering NES demand in where the Super Famicom had not yet dominated. The game's art assets, including sprites and backgrounds, and its remained unchanged from the stages, preserving the original run-and-gun . The North box art depicts explosive action scenes with soldiers in a style consistent with prior releases, reinforcing the branding. Distribution was exclusively targeted at , with no retail versions under this title in or .

Release

NES launch

Contra Force was published by for the () in on September 30, 1992, marking it as one of the final major releases for the aging console. The game was distributed exclusively in physical format, with no or alternative versions available at launch. The standard retail price for Contra Force aligned with typical NES titles in the early , retailing for approximately $50 USD, with no special bundles, variants, or promotional pricing offered. Packaging consisted of a conventional NES housed in a featuring dynamic artwork depicting the game's commandos in action, accompanied by an instruction manual emphasizing the co-operative and weapon selection mechanics. Marketing efforts positioned Contra Force as a continuation of the popular Contra series, highlighting its run-and-gun action and two-player co-op mode despite notable gameplay differences from prior entries. Promotion occurred primarily through print advertisements in gaming magazines, including features in Nintendo Power issues from 1992 that previewed the title alongside other Konami offerings, and standalone ads in publications like GamePro that stressed the intense military-themed battles. Sales of Contra Force were modest, reflecting the late stage of the NES lifecycle by 1992, as the had launched the previous year and drawn significant market attention. Without official sales figures available, the game is regarded as a niche release among collectors today, partly due to its limited production run and the shifting focus to 16-bit consoles. As the (ESRB) was not established until 1994, Contra Force carried no formal rating, but its military themes of combat and weaponry targeted a teenage audience similar to earlier games.

Re-releases and modern ports

Contra Force has not received any official re-releases or ports to modern platforms following its 1992 debut on the . Unlike earlier titles, it was excluded from Konami's 2019 Contra Anniversary Collection, a digital compilation released for , , , and PC (via ) that includes ten games such as the arcade original, Super C, Contra III: The Alien Wars, and Contra: Hard Corps, along with added features like rewind functionality and an in-game gallery. The title is also unavailable on Nintendo's service for and systems, and it has not been added to the NES library, which offers over 70 classic games including other entries like Contra, Super C, and Operation C for subscribers. No standalone remakes, HD remasters, or mobile adaptations have been produced by or third-party developers. The game was cancelled in Japan prior to its North American launch under the Contra branding; prototype ROMs of Arc Hound have since been preserved and shared online, with community-driven hacks providing English translations and alternative title screens. Preservation relies heavily on , as ROM dumps allow access via software like or on contemporary hardware. Community efforts have extended to fan-made ports, including a (SNES) version released in July 2025. The community maintains active interest, with multiple tool-assisted speedruns (TASes) archived on TASVideos, including optimized completions that exploit glitches like mid-air jumping from the pause menu to reduce playtime to under 10 minutes.

Reception and legacy

Critical reviews

Upon its 1992 release, Contra Force received mixed reviews from contemporaneous critics, who appreciated its character variety and weapon strategy but noted technical shortcomings. awarded it a score of 6.4 out of 10, praising the four playable commandos—each with unique weapons like flamethrowers and rocket launchers—and the tactical depth in co-operative play, though it critiqued the game's occasional sluggish pacing. AllGame reviewer Brett Alan Weiss described the game as suffering from significant slowdown and sprite flicker during intense action sequences, which detracted from the overall experience, but he commended the depth of the two-player co-op mode and the strategic variety offered by switching between characters mid-level. While no aggregated score exists due to the game's era, critic reviews averaged around 49% positive based on archival data. Retrospective analyses have similarly offered mixed assessments, often rating the game around 6 out of 10 and viewing it as enjoyable but dated compared to earlier titles. A 2025 Infinity Retro review highlighted the innovative hybrid of side-scrolling and top-down views as a strength, along with the AI-controlled partner system that adds replayability in solo play, but criticized repetitive enemy patterns and the short length of approximately one hour, which limits long-term engagement. Modern critics have also pointed to uneven difficulty spikes that lack the polished flow of the series' predecessors, making it feel unrefined despite its ambitious design. Fan reception has been more favorable in aggregate, with user ratings averaging 3.6 out of 5 on retro gaming databases like (based on 32 ratings as of 2025), reflecting moderate appreciation for its co-op fun and destructible environments despite the flaws.

Technical analysis

Contra Force was developed for the () using Konami's MMC3 mapper (iNES Mapper 4), which facilitated bank-switching to handle the game's 128 KB and 128 KB CHR-, totaling approximately 256 KB of data—a standard size for late-era titles. This mapper enabled more complex handling and larger effective capacity compared to simpler mappers, but the game's from an original intended for advanced hardware led to inefficient bank-switching routines. As a result, the game experiences significant frame rate drops, often dipping below 60 to around 30-40 in scenes with high enemy density or explosive effects, due to the 's 1.79 MHz CPU struggling with the computational load. The lacks battery-backed functionality or additional WRAM, relying entirely on standard for gameplay state. Graphically, Contra Force adheres to core NES Picture Processing Unit (PPU) specifications, rendering backgrounds and sprites using tiles drawn from the 128 CHR-ROM. Sprites utilize a 4-color palette per tile (three colors plus ), supporting both and 8x16 sizes, but the hardware's limit of 64 total sprites and only 8 per scanline causes in busy action sequences where more than eight overlap horizontally. This constraint is particularly evident during multi-enemy encounters, where priority cycling makes lower-priority sprites invisible on affected scanlines to maintain performance. The game's audio is generated by the NES Audio Processing Unit (APU), producing tracks with two channels, one , one channel, and a Channel (DMC) for sampled percussion. Composed by the Kukeiha Club, including Kenichi Matsubara, Tomoya Tomita, Yasuhiko Manno, Jun Chuma, and Jun Funahashi, the incorporates militaristic motifs through marching rhythms and aggressive brass-like synth lines, enhanced by DPCM drum samples for a sense of urgency fitting the run-and-gun . However, the APU's five-channel limitation often results in frequency overlap during layered compositions, contributing to a muddy auditory experience in complex tracks. In modern emulation, Contra Force runs accurately on high-fidelity NES emulators like or , faithfully reproducing the original 's slowdowns and sprite flicker without or enhancements. On authentic , these performance issues are more pronounced due to the unyielding 60 Hz timing and lack of processing headroom, contrasting with emulated versions where users can optionally mitigate slowdown via , though this deviates from period-accurate behavior.

Place in the Contra series

Contra Force occupies a peripheral position in the Contra series, having been rebranded from the unrelated project Arc Hound and lacking the franchise's signature alien antagonists, which led Konami to exclude it from official timelines in subsequent titles like Contra: Shattered Soldier (2002) and Contra 4 (2007). This non-canon status is further evidenced by its omission from Konami's Contra Anniversary Collection (2019), which compiled core entries but left Contra Force out, reinforcing its status as a spin-off rather than a mainline installment. Despite its marginal role, Contra Force introduced innovative elements such as a four-character selection with distinct abilities—including weapon preferences and movement speeds—similar to the multi-character approach in later titles like Contra: Hard Corps (1994). The game's hybrid perspective, blending side-scrolling run-and-gun action with top-down vehicular stages, also echoed in experimental formats of titles like Contra: Shattered Soldier (2002), contributing to the franchise's evolution toward diverse level designs. In terms of legacy, Contra Force has garnered renewed interest through the broader revival of the Contra series via the 2019 anniversary collection, sparking nostalgia among fans and debates over its inclusion in the "true" canon, though it remains overshadowed by foundational entries like the original Contra (1987). Its cultural impact is modest but persistent in niche communities, including speedrunning events where players tackle its challenging levels—such as a 17:38 any% run documented in 2014—and ROM hacks that address technical issues like slowdown, enhancing accessibility on emulators. No direct sequels emerged from Contra Force, as the series shifted toward 16-bit hardware and reaffirmed its alien-themed narrative with Contra III: The Alien Wars (1992).

References

  1. [1]
    Contra Force – Release Details - NES - GameFAQs
    Platform: NES ; Genre: Action » Platformer » 2D ; Developer/Publisher: Konami ; Release: September 1992 ; Also Known As: · Arc Hound (JP).
  2. [2]
    NES Instruction Manuals: Contra Force
    CONTROL PAD Press Up/Down to select commando. Press Right/Left to select Battle Plan. Press 8-directional control of weapon firing. A BUTTON Press to jump.
  3. [3]
    Contra Force (1992) - MobyGames
    Oct 12, 2004 · Contra Force ; Released: 1992 on NES ; Credits: 10 people ; Publishers. Konami Co., Ltd. ; Developers. Konami Co., Ltd.
  4. [4]
    Contra Force - Guide and Walkthrough - NES - GameFAQs
    Feb 12, 2024 · There are 4 characters to choose from in the game and they all start out with a basic handgun. By finding powerup suitcases you can upgrade their weapons or ...Missing: manual | Show results with:manual
  5. [5]
    Thank you for purchasing Contra Force for the Nintendo ... - NESWorld
    YOUR BATTLE PLAN OPTIONS. Front Cover Partner is posotioned in front to protect against enemies and traps. Back Cover Partner is positioned behind to protect ...Missing: AI | Show results with:AI
  6. [6]
    A Cursory Review of Contra Force - Samantha Arantes' Beautiful Site
    Mar 25, 2024 · The power-up system is Gradius-esque (Gradiesque?): collect generic power-ups to move the selection cursor on the HUD forwards a box, and press ...
  7. [7]
    Weapon Power-up - Contra Wiki - Fandom
    The Weapon Power-up is a special item in Contra Force. When picked up, it makes the selected slot on the weapons gauge to move one position to the right.
  8. [8]
    [TAS] NES Contra Force by Xipo in 09:56.00 - YouTube
    Nov 2, 2019 · ... one-hit-kills-you shooter. Contra Force offers a selection of one of four characters, a jumping glitch involving the pause screen, and lots ...
  9. [9]
    Contra Force - The Contra Headquarters
    CONTRA FORCE (1990). PLATFORMS: Nintendo Entertainment System. STAGES: 5. [ MANUAL | STAGES | WALKTHROUGH | ENDING ]. The first level begins here in this ...
  10. [10]
    Contra Force (Video Game 1992) - IMDb
    Rating 6.2/10 (77) "Contra Force", released in 1992 for the NES, is a rather interesting ... Release date · 1992 (United States). Country of origin. Japan. Official site.
  11. [11]
    Download / View
    NES GAME MANUAL - Scanned and edited by Martin Nielsen d0p@sofi.ah.dk GAME : CONTRA FORCE MAKER : KONAMI RELEASED : 1992 GAME CODE : NES-CR-USA ...
  12. [12]
    Contra Force - Asteroid G
    Dec 17, 2021 · It's just that this time the threat is all-too-human terrorists instead of aliens. To play off the Contra formula the game makes a few ...
  13. [13]
    Contra Force for NES - GameFAQs
    Neo City is their post, now that a terrorist group known as D.N.M.E. is bombarding its citizens with a typhoon of a crime wave. The C-Force has been asked to ...
  14. [14]
    Behind the Code on Why is Contra Force Slow? - Set Side B
    Sep 6, 2024 · Once upon a time, in the waning days of the Famicom, Konami planned to release a game called Arc Hound in Japan. It was going to be another ...
  15. [15]
    Contra Force credits (NES, 1992) - MobyGames
    ### Credited Personnel for Contra Force (NES, 1992)
  16. [16]
    Contra Force - The Cutting Room Floor
    May 29, 2025 · NES, Contra (Prototypes) • Super C • Contra Force. DOS, Contra ... Games > Games by release date > Games released in 1992 · Games > Games ...
  17. [17]
    Contra Force - NesCartDB
    Nov 5, 2006 · iNES Mapper, 4. Mirroring, Mapper Ctrl. Battery present, No. WRAM, 0 KB ... Nintendo MMC3, TQFP-44, 9209 7 T, », 9209. [^ Top] [Home], © NES Cart ...
  18. [18]
    Contra Force (Game) - Giant Bomb
    Sep 30, 1992 · Contra Force is a spin-off in the Contra franchise, released on the Nintendo Entertainment System on September 30, 1992 in North America.
  19. [19]
    The price of NES games in the early 90s - Reddit
    Mar 14, 2023 · By 1993, the original NES was already last gen, as both the Genesis and the Super Nintendo have been out for years and video game cartridges ...Missing: USD | Show results with:USD
  20. [20]
  21. [21]
    CONTRA FORCE – PROMOTIONAL MEDIA
    There are 2 variants of the above, product codes KON-NES-US-4 and KON-NES-US-5. -Ad for Contra Force (and Super C):. champwrld16ls1. There are 2 variants of the ...Missing: marketing | Show results with:marketing
  22. [22]
    Nintendo Power 1992 Issue Mario Paint Contra Force Kirby Wings 2 ...
    In stock Rating 4.8 (707) A magazine cover for Nintendo Power, volume 39, August 1992. The cover features a white Super NES control set with a price tag of $99.99.
  23. [23]
    Contra Force Prices NES | Compare Loose, CIB & New Prices
    Contra Force (NES | Video Games) prices are based on the historic sales. The prices shown are calculated using our proprietary algorithm.
  24. [24]
    ESRB Ratings Guides, Categories, Content Descriptors
    Content suitable only for adults ages 18 and up. May include prolonged scenes of intense violence, graphic sexual content and/or gambling with real currency.Parental Controls · Family Gaming Guide · Contact · Ratings ProcessMissing: Contra Force
  25. [25]
    Contra Anniversary Collection for Nintendo Switch - Nintendo Official Site
    ### List of Games in Contra Anniversary Collection
  26. [26]
    Every 'Nintendo Classics' Retro Game On NSO (+ Expansion Pack)
    Oct 1, 2019 · Nintendo Switch Online: NES games (79) · Adventures of Lolo (Western version) · Balloon Fight · Baseball · Blaster Master · City Connection · Clu Clu ...
  27. [27]
    Hacks - Arc Hound - Romhacking.net
    Aug 7, 2022 · Alternative title screen for Contra Force. ROM / ISO Information: Database match: Contra Force (USA); Database: No-Intro: Nintendo Entertainment ...
  28. [28]
    Contra Force - TASVideos
    and yet the game is still ...
  29. [29]
    NES Review Scores - Nintendo Power - Very Good Stats
    Jan 23, 2008 · Contra Force, 6.40. Cowboy Kid, 5.65. Crash 'n the Boys: Street Challenge, 6.30. Crystalis, 8.00. Cybernoid: The Fighting Machine, 6.00. Danny ...
  30. [30]
    Contra Force Review (Nintendo, 1992) - Infinity Retro
    Rating 6/10 · Review by jeremy1456Jan 17, 2025 · This is a side scrolling action game with light platforming elements. Your basic goal is to reach the end of each stage at which point you do ...
  31. [31]
    Why is Contra Force on the NES so SLOW? Plus: Konami, Mappers ...
    Aug 29, 2024 · It seems to me that Konami developed this game for a superior mapper chip like the VRC6, planned to release it as “Arc Hound” in Japan in 1991, ...Missing: cancelled 1990<|control11|><|separator|>
  32. [32]
    NES Graphical Specs - BitBeamCannon
    The NES could store in vram 256 8x8 pixel sprite tiles (a total image size of 128x128 pixels). Of these tiles, the system could handle up to 64 of these 8x8 ...
  33. [33]
    Contra Force vgm music - VGMRips
    Sound chip: NES APU Systems: Nintendo Entertainment System Family Computer ; Composers: Kenichi Matsubara Tomoya Tomita Yasuhiko Manno ; Developer: KonamiMissing: chiptune militaristic motifs
  34. [34]
    15 NES Games With Under-Appreciated Music
    I really have to wonder how guys like this only ever ended up scoring some pretty mediocre and offensively bad games. Contra Force ... militaristic theme they ...
  35. [35]
    So, what actually causes slowdown? - The NESDev forums
    Feb 23, 2014 · Slowdowns happen when the game engine can't finish the tasks of a single frame within the time it takes for the NES to display a frame. See, ...
  36. [36]
    Why is Contra Force running slow on Nestopia? - Forums
    May 12, 2011 · Contra Force is slow, period. It has nothing to do with the emulator. That's probably the NES game with the most slowdown ever.
  37. [37]
    Contra Force on the NES Is NOT Contra - When Konami Got Greedy
    Sep 17, 2020 · The first Contra title set the bar for run and gun shooters for many ... Contra Force on the NES Is NOT Contra - When Konami Got Greedy | Retro ...
  38. [38]
    Contra Anniversary Collection - KONAMI Games
    Many mainstays of the Contra series first appeared in this game, such as grabbing walls and ceilings and weapon switching. SUPER PROBOTECTOR ALIEN REBELS.
  39. [39]
    Contra – What The Hell Happened To It? - GamingBolt
    Jan 7, 2019 · Arguably one of the most lauded of the Contra games, it was eventually ported to the Game Boy and Game Boy Advance, and re-released on the Wii ...
  40. [40]
    Contra Force - Games - ROMhacking.net
    Contra Force is an action shooter game for the Nintendo Entertainment System, released in September 1992. There is also a hack called Arc Hound.Missing: speedrunning | Show results with:speedrunning
  41. [41]
    Contra Anniversary Collection on Steam
    Rating 3.5 (1,093) · 14-day returnsThe Contra Anniversary Collection brings this classic Run and Gun franchise back to modern platforms and a new generation of gamers.
  42. [42]
    Contra Force :: Live SPEED RUN (0:17:38) [NES] by Mr K AwfulGDQ ...
    Mar 10, 2014 · ... from SGDQ 2013 http://www.youtube.com/playlist?list=PLMNeTFVQZEQOk-fVeyPAd2kyqQDjhYm8w&feature=mh_lolz Get a text message every time a video ...Missing: hacks | Show results with:hacks