Contra Force
Typed out by Martin Nielsen
GAME : CONTRA FORCE
MAKER : KONAMI
RELEASED : 1992
GAME CODE : NES-CR-USA
WELCOME TO THE WORLD OF KONAMI
Thank you for purchasing Contra Force for the Nintendo Entertainment
System. We suggest that you read the following instructions thoroughly
before accepting this mission.
TABLE OF CONTENTS
INTRODUCTION......................................
HOW TO PLAY.......................................
CONTROL UNDER PRESSURE............................
BATTLE PLANS......................................
WEAPONS...........................................
MISSIONS..........................................
THE FEARSOME FORCE'M..............................
SHOWDOWN WITH D.N.M.E.
Neo City, not long ago voted most livable city in the U.S., has
fallen into the hands of D.N.M.E., immortal scum whose reign of
terror has left no one untouched.
In their most recent caper, D.N.M.E. has kidnapped the city's
chief commissioner. His only hope is C-Force, an independent
law enforcement group made up of National Special Force
alumnni.
But bringing down D.N.M.E. won't be EZ. It'll take cleverness,
creativity and calculated risks. But then, they don't call them
the C-Force for nothing.
CONTRA FORCE IS THE NAME, STRATEGY IS THE GAME.
Your mission is to assume the role of Commando Burn and his men, Smith,
Beans and Iron. Each man is equipped with unique weapons and skills.
Fortunately, you can change commandos at any time to mach their specialties
to the task at hand. Choosing the right man for the job is essential.
In addition, you have a choice of Battle Plans. These allow yo to call on
another commando to join you when the situation calls for it. But he'll
only stick around for a few seconds. So select your Battle Plans wisely.
To defeat D.N.M.E. you must successfully complete five missions. Some of
the enemies and objects you blow away will reveal weapons and items critical
to achieving each mission's objective. Collect as many as possible because
every time yo do, a power surge will register in the gauge at the bottom
of the screen allowing you to select a more powerful weapon. At the end of
each mission you will come face to face with a boss enemy. Conquering it
will be your toughest test. Fail, and it's back to the beginning of the
mission.
Each commando starts out with three lives. If you loose all three you're
done for, but fortunately you can choose continue. If you do, you'll then
be at the beginning of the level you were just in. Select players wisely
because each has unique skills that can help you survive longer so the
battle can rage on and on.
HOW TO BEGIN YOUR CONFRONTATION WITH D.N.M.E.
Insert your Game Pak into the NES and turn it on. Press the START BUTTON.
The Player Select Screen will appear.Choose the commando you wish to control
by pressing the CONTROL PAD Up or Down. Choose the 1P character with the
1P controller. In one player mode, you can choose one partner at a time.
When playing with two persons, choose the 2P character with the 2P
controller. A second player can join at any time during the game. But the
same commando cannot be chosen. Press the START BUTTON and the action
begins.
To change commandos or engage a BAttle Plan press the START BUTTON to pause
the game and go to the Command Select Screen. If you want to change
commandos, first use the CONTROL PAD to move the 1P cursor to the commando
currently being used. Then press the CONTROL PAD Left or Right to change
his status to "NO USE". Now move the curser to the commando of choice and
use the CONTROL PAD to select "1 PLAYER" status. Then press the START
BUTTON again to resume action.
To engage a Battle Plan, move the 1P cursor to another commando and press
the CONTROL PAD Left or Right until the desired Battle Plan appears. Then
re-enter the battle by pressing the START BUTTON again. These instructions
are the same for the 2P player in the 2 Player mode.
CONTROL UNDER PRESSURE
START BUTTON Press to enter the Player Select and Command Select modes.
Press again to return to game play.
SELECT BUTTON Press to select weapon when you've collected enough weapon
power-ups.
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. Press with B BUTTON to jump and shoot.
B BUTTON Press to shoot. Press while holding CONTROL PAD down to
crouch and shoot.
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 your rear
and flank against enemies or traps.
Round Cover Partner is positioned at side to cover your periphery
against enemies and traps.
Front Keep Partner is positioned in front to fight enemies only.
Back Keep Partner is positioned behind to fight enemies only.
Assist Cover Partner is positioned behind, and shadows every move
you make.
YOUR MISSION ARSENAL AND SPECIAL FEATURES
Pistol [P]
Standard Issue. Short range weapon.
Rifle [R]
Longer range capabilities.
Machine Gun [MG]
Consecutive firing capabilities. Range in between pistol and rifle.
Homing Missile [HM]
Pursues enemy, even though traps. Doesn't explode until it makes contact.
Hand Grenade [HG]
Weapon of choice when enemy is hiding behind obstacle.
Time Mine [TM]
Short delay.
Bazooka [B]
Light, portable armorpiercing shoulder weapon.
Flame Thrower [FT]
Short range weapon. Can turn serveral enemies into toast with one burst.
Time Bomb [TB]
Long delay.
Turbo Power [TP]
Enables selected weapon to fire three times in a row.
Rolling Attack [RA]
Provides special protection while jumping.
MISSIONS TO ACCOMPLISH
Mission 1 - The Dewerdrye Warehouse
The phone rings at C-FOrce Headquaters. It's Fox, former colleague and all
around sly guy. Seems the chief is caught in a trap at an abandoned
warehouse somewhere on the warf. Your mission is to trek down to the
warehouse swarming with traps in an attempt to take the terrorists.
Mission 2 - The U.S.S. Unkmy Battleship
If you've made it this far, congratulations, but the battle's
just begun. D.N.M.E. has escaped and boarded a boat outside
the building. So grap your weapons and your sea legs. But
don't go overboard, cause there's one thing you need more
than defeated D.N.M.E: information.
Mission 3 - The Sheeshee Towers Construction Site
D.N.M.E. may be dumb, but they're not stupid. They're holdup
in a high-rise that's under construction and the building's
got more traps than a construction crew's got lunch boxes. If
you expect to make it through this mission, you'd better leave
your vertigo behind.
Mission 4 - The Thunder Wolf Helicopter
Think you got the best of D.N.M.E.? Better not start beaming
yet, because there's a bomb in the basement and the building
is about to go up in smoke. Your only hope is to head for the
helicopter on the roof. If you can take control of the copter
you better hightail it back to headquaters.
Mission 5 - C-Force Headquaters
You're back at headquaters. Unfortunately, you're not farther
ahead. The chief's still missing and you've got a press
conference in half an hour. Suddently the silence is shattered
along with your windows, and D.N.M.E. is on you like a swarm
of bees. The good news is, you've got the home field advantage.
The bad news is, you're outnumbered 10 to 1.
THE FEARSOME FORCE'M
Burn
His arsenal includes a pistol, machine gun or a hand grenade. When it comes
to jumping, no one can hold a candle to Burn.
Iron
Armed with pistol, flame thrower or bazooka. Speed and jumping ability are
poor. But shows plenty of metal when attacking.
Smith
Deadeye with pistol, rifle and homing missile. HINT: If you want to use the
rolling attack along with the homing missile, you must select the homing
missile first.
Beans
His bag of tricks include a pistol, time bomb and time mine. Fastest of the
four. When it comes to jumping, Beans is only second to Burn.