![]() Rapidly fires small shells that fall a short distance in a parabolic trajectory. Destroys enemies and bosses quickly and from a long range. Replaces the Default Machine Gun bullets with bigger, much stronger ones. However, it can occasionally miss targets at crucial moments. It shoots small missiles in single file and at a high rate. Similar to the Homing Gun from Contra III, the bullets actively seek enemy targets. It is effective against large groups of enemies and does high damage at close range. Shoots 2 sets at a time of 5 large bullets that fan out. Although it causes heavy damage, the missiles have short range and there’s a brief interval between each batch of shots. The missiles create multiple small explosions upon impact or after a short distance. Rapidly fires small yellow missiles in short intervals. Useful for quick, direct damage, despite its short range. The character performs a quick, brief slide that both renders the character temporarily invincible and causes minor damage to enemies. Despite its massive strength and the player’s unlimited carrying capacity, very few are found in the game. Causes an initial blast upon use that inflicts heavy damage subsequently, an explosive ring expands from the player, causing further damage to enemy targets in contact with it. Similar to the bomb in Contra III, but significantly stronger. Each character’s weapon powerup A replaces the Default Machine Gun. The player starts with this gun and can never lose it. The following weapons/attacks are shared by all 4 characters. Unique type of blimps during the final boss in Stage 5C: Powerups are acquired through certain objects and various mini-bosses scattered throughout the game. Like its predecessor, Contra III, all guns feature automatic firing. Weapon powerups are denoted by nonspecific letters A to D. The player can carry 5 weapons placed in specific slots, many of which are exclusive to each character. As an authentic entry in the series, Contra: Hard Corps introduced new elements to the arsenal.
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