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Contra III: The Alien Wars

Contra III: The Alien Wars
Contra III game cover.png
North American Super NES box art by Tom Dubois
Developer(s) Konami
Factor 5 (Game Boy)
Konami Computer Entertainment Tokyo (Game Boy Advance)
Publisher(s) Konami
Director(s) Nobuya Nakazato
Designer(s) Nobuya Nakazato
Composer(s) Miki Higashino
Masanori Adachi
Tachihi Iwase
Aki Hata
Series Contra
Platform(s) Super NES, Game Boy, Game Boy Advance, Nintendo Super System
Release date(s) Super NES
  • JP: February 28, 1992
  • NA: April 6, 1992
  • EU: November 19, 1992
Game Boy
(The Alien Wars)
  • JP: September 23, 1994
  • NA: October 1994
  • EU: 1995
Game Boy Advance
(The Alien Wars EX/Hard Spirits)
  • NA: November 3, 2002
  • JP: November 14, 2002
  • EU: February 21, 2003
Genre(s) Run and gun
Mode(s) Single-player, Cooperative
Review scores
Publication Score
AllGame 4.5/5 stars
EGM 7.75/10 stars (Game Boy)
IGN 8/10 stars (Virtual Console)

Contra III: The Alien Wars, released in Japan as Contra Spirits (魂斗羅スピリッツ Kontora Supirittsu?) and in the PAL region as Super Probotector: Alien Rebels, is a 1992 run and gun video game for the Super Nintendo Entertainment System produced by Konami. It is the third console iteration of the Contra series, following the original Contra and Super C for the NES.

Set in the futuristic year 2636, the alien invaders that were defeated during the previous installments have decided to launch a full-scale war against mankind on Earth, starting the "Alien Wars". Unlike the previous Contra games for the NES and Game Boy, the futuristic setting was kept for the American version. However, the identities of "Bill" and "Lance", the original Contra heroes, were changed to their descendants "Jimbo" and "Sully", maintaining the continuity of the previous localizations. Likewise, the alien invader was once again changed to "Red Falcon".

Taking advantage of the technology provided by the Super NES, the graphics in Contra III improved upon the NES versions of the first two installments, bringing it closer to the quality of their arcade counterparts. The level design is more complex, and provides more opportunity for interaction. For instance, players can grab on to poles or ceilings and navigate them in a monkey bar fashion, climb walls and ladders, destroy buildings and scenery, and commandeer tanks.

New styles of levels in The Alien Wars involve motorcycle chases, riding on missiles, and two Mode 7 enabled top-view levels. Players can carry and switch between two weapons at any time, only losing the one they are currently using if they die. They can also fire these two weapons simultaneously in a spin-jump circular fire pattern that hit enemies on all sides: however, being hit while doing so results in the player losing both of their weapons. The player can also lock their character's mobility, allowing the player to shoot at all eight possible directions (including downwards and at angles) without moving or jumping.


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