Session Respect Score
"Challenging arcade shooter demanding quick reflexes and pattern memorization."
Minimum session
5 min
Pausability
No pause
Resume friendliness
Hard to resume
FOMO pressure
Zero FOMO
Focus required
Intense
Session structure
Self-contained runs
Similar games
More in the Contra series
Platforms
Age Rating


About
Super Contra is a Run and Gun-style action game produced by Konami, originally released as a coin-operated arcade game in 1988. It is the sequel to the original Contra and the second game in the Contra series released for the arcades. Like in the original game, the game centers on soldiers Bill Rizer and Lance Bean, who are once again assigned to protect the Earth from an army of alien invaders. The game features standard side-scrolling stages, as well as all new overhead stages in lieu of the original game's "3D" stages.
A year after the battle with the Red Falcon Organization, Bill and Lance are sent on another mission. This time, the alien forces have taken over an allied military base, possessing most of its troops. Bill and Lance must not only fight against their former comrades-in-arms, but also a new mutated form of the same alie…
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Community Session Data
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Context Tags
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Platform Notes
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Super Contra — Session FAQ
- How long does a session of Super Contra take?
- The minimum meaningful session for Super Contra is approximately 5 minutes. This is the shortest play window where you can make real progress or have a satisfying experience, based on community data.
- Can you pause Super Contra?
- Super Contra cannot be paused mid-session (it runs in real-time or is multiplayer). Plan for a full session window before starting.
- Does Super Contra pressure you to keep playing?
- Super Contra has no FOMO mechanics — no timed events, live content, or narrative cliffhangers. You can stop whenever you want without feeling like you're missing out.
- What is Super Contra's Session Respect Score?
- Super Contra has a Session Respect Score of 5.7/10. This score combines minimum session length, pausability, FOMO level, and pickup friendliness into a single metric for how well the game fits busy schedules.











