Contra III: The Alien Wars cover art for Super Famicom

Super Famicom · 1992

Contra III: The Alien Wars

Contra III: The Alien Wars leverages Mode 7 rotation, dual weapon slots, and devastating screen-clearing bombs against alien invaders.

Platform
Super Famicom
Genre
run and gun
Release year
1992
Developer
Konami Co., Ltd.
Players
1 Player

Play Contra III: The Alien Wars

Super Famicom

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Contra III: The Alien Wars

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Control panel

Console controls

Arrow keys move · Z = controller A · X = controller B · Enter starts · V selects.

A compatible gamepad can be used after launch.

Keyboard layoutOpen / close
MOVE
Up arrowLeft arrowRight arrowDown arrow
Q LR E
Buttons
ZPad AXPad BAPad XSPad Y

Default Player 1 keys are shown. If you changed them or use a gamepad, check the player’s control settings.

System: Move the pointer over the game screen to reveal the player toolbar, or tap its menu button on touch devices. Use the toolbar for save and load states, fullscreen, and control settings.

Save or load game progress

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Import an OLDGAMES backup on this same game page, then launch and choose Resume saved game. Older .state files use the player’s Load State menu.

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  1. After launching, reveal the player toolbar by moving the pointer over the game screen or tapping its menu button.
  2. Choose the save-state download option when available and keep the file.
  3. To restore it, launch the same game and choose the load-state option. Check the restored progress before replacing an older backup.

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More about controls and backups

About Contra III: The Alien Wars

Contra III: The Alien Wars — Super Famicom edition
Contra III: The Alien Wars · Super Famicom · 1992

Contra III: The Alien Wars leverages Mode 7 rotation, dual weapon slots, and devastating screen-clearing bombs against alien invaders.

Dual weapon arsenal and Mode 7 top-down stages

Set in post-apocalyptic Neo City, players switch between two primary weapon slots (holding L and R to fire both simultaneously when spinning) and deploy screen-clearing smart bombs. Overhead stages challenge navigation using Mode 7 directional camera controls.

Dual-fire spinning jump and bomb strategy

Take advantage of the dual weapon storage: keep a high-spread or homing gun in slot 1 for mob clearance and reserve a crush missile or laser in slot 2 for concentrated boss weak-point damage.

16-bit run and gun benchmark

This is the North American Super Nintendo / Super Famicom cartridge edition from 1992, known for its intense action and Mode 7 visual showcases.

Background and mechanics: Wikipedia game reference.

Secret Codes & Cheats

Check the edition and timing requirements before entering a code. Button names refer to the emulated controller; use your assigned keyboard or controller inputs.

30 Lives Code
Down, Down-Left, Left, Down, Down-Left, Left + Select + Start

On the title screen, highlight 1 Player or 2 Players, enter Down, Down-Left, Left on the D-Pad, tap Select and Start together to begin the campaign with 30 reserve soldiers.

Stage Select & Sound Test
Down, Down-Right, Right, Down, Down-Right, Right + Select + Start

On the title screen, input Down, Down-Right, Right on the directional pad, then hold Select and press Start to open the stage selection and sound test menu.

Playing this edition

Where are the controls?

The control panel below the game screen shows this edition’s keys. Click inside the game before using your keyboard.

How do I save or change controls?

Open the player menu for the options available in this emulator. Save support varies by game and player; see the playing help for more guidance.

Where can I find more games like this?

Browse run and gun games across systems, or stay with the Super Famicom catalogue. Related picks below explain how each game connects.