Catalogue of Arcade Emulation Software - the Absolute Reference

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Contra (US, Set 1)

0.33b7 [Carlos A. Lozano, Jose Tejada Gomez, Phil Stroffolino, Eric Hustvedt]


- Press F2 + F3 to enter test mode. Press 1P and 2P together to advance through tests.


- It seems the second player cannot continue until the first player needs to continue also. So basically the second player has to spend most his time just waiting for the first player to lose all his lives. I took a field trip this weekend to the Family Funspot in New Hampshire, and my buddy had to spend most of his time waiting for me to die before he could continue. It's just how the game worked... I think in those days they hadn't yet figured out how continuing should work. The NES version did a similar thing - when one player was out of lives, he could suck lives from the other player until both players were dead and then they could continue. jerryjanis


- contra and clones: I have seen that in Contra when the continue number appears, sometimes (usually the second continue) when you insert a coin and continue the game, part of the counter sprites stay in the screen. Update: This bug occurs when you continue with the timer on 10, or if you let the time run out - insideoutboy

- Clone gryzor: In cocktail mode, when it's 2p's turn, the gfx are messed up, the scores area doesn't flip and thus some gfx are placed totally wrong. gryzor065gre Smitdogg

- Clone gryzor: Side-by-side test: First this recording (showing attract mode) was to show the slowdown in Gryzor (contra.c) but it seems to been fixed pretty much with the latest 111u1, i can't really check with the pcb running at the same time as MAME atm but i did check the video and ran MAME in a window side by side... they did get out of sync. Another thing wich can be seen at the end of the recording is that the bad guys jump down in MAME but on the PCB they jump up when going off the cliff. gryzor0111u1ora Stefan Lindberg

Possible Bugs:

- contrab: When you finish this clone, instead of the credits, the screen becomes all black and the game hangs. Only happens in clone contrab (see inp file). contrab061yel Kale


- 0.111u5: Canim fixed flip screen switch and changed COIN3 to SERVICE1 in the contra.c driver.

- 0.108u5: Stefan Lindberg added clone Gryzor (Set 2).

- 0.36RC1: Nicola Salmoria fixed sprites colors in Contra and other improvements to Konami 007121-based games.

- 0.36b12: Patch all 64k gfx1 and gfx2 roms to 256k roms in all sets.

- 0.36b9: Added clone Contra (Japan).

- 0.36b5: Added proms ($200, $300 - sprite and char lookup table).

- 5th September 1999: Jim Hernandez fixed Contra PROMs.

- 29th August 1999: Phil Stroffolino fixed Contra background palette bank

- 0.36b3: Yasuhiro Ogawa added clone Gryzor.

- 0.36b2: Phil Stroffolino fixed sprites in Contra. Added dipswitches 'Cabinet' and 'Upright Controls'. Renamed (gryzorb) to (contrajb).

- 0.36b5: Added proms ($200, $300 - sprite/char lookup table).

- 29th July 1999: Phil Stroffolino improved the Contra driver, mapping unknown dipswitches and converting it to tilemaps. He also fixed a tilemap color marking bug.

- 0.34b8: Changed YM-2151 sound to YM-2151.

- 0.34b3: Juan Carlos Lorente added hiscore save in Contra.

- 0.33b7: Added Contra (Konami 1987) and clones Contra (bootleg) and Gryzor (bootleg). Issues: There appears to be at least one incorrectly mapped sprite late on the final stage. The weapon-carrying enemies in the "into the screen" stages are supposed to be colored differently (orange). A control bit in sprite RAM exists which seems to serve this purpose, indicating an alternate palette. Sprite horizontal position is sometimes off by 8.

ARCADE RELEASE: Contra (Konami) - 1987/Feb/20


Category: Army Fighter

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Combat School

Romset: 1185 kb / 11 files / 376 zip