Contra (MSX Review)
October 22, 2024 13 Comments
Contra
Platform: MSX
Released May 26, 1989
Developed by Konami
NO MODERN RE-RELEASE*
*For the purposes of this review, “modern” means “after Wii U”

The “lost” Contra, or in the case of American audiences, the “there’s another 80’s Contra?” Contra.
I really want to get on to Super C, but there was one last stop to make along the way. Instead of playing the DOS version of Contra, which apparently most everyone agrees is garbage, I decided to skip over to this Japanese exclusive. MSX appealed to me more, anyway. After all, the MSX was the closest we’ll ever come to Konami having their own platform. They were THE gaming face of the MSX, and in the not so distant future, I might be exploring their contributions further.

Some Konami MSX games I look forward to more than others. There’s an MSX version of Konami’s NES Teenage Mutant Ninja Turtles and it’s.. not going to be my favorite game ever. To say the least.
Contra on the MSX is a very different game from the Nintendo and arcade games. It might use those as a road map for what the game absolutely needs to pass for Contra, but it’s essentially an entirely new game that wears the Contra name. There’s no scrolling. There’s health, so a bullet doesn’t kill you, at least immediately. There’s no spread gun, aka my favorite gun. That one hurts, but at least the gun that replaced it is actually pretty helpful during boss battles: the “rear gun” which shoots behind you as well. Since one of the game’s go-to moves for challenge is having the grunts spawn on both sides of the screen during boss battles, it cuts down the busy work of shooting a guy on one side, then turning around and shooting again before you can go back to shooting the boss. This becomes very important thanks to the two worst additions to the Contra formula: sponge and small collision boxes.

It was actually kind of insane how many shots the final targets in the bases take to kill. Without hyperbole, these always took me over a minute of pinging them. They have a small collision box too.
I’m grateful for the MSX version of Contra because it validated my suspicion that speed and generosity play a big role in the success of Contra. On the NES, and even in arcades, Contra cuts a blistering pace. The MSX game isn’t “slow” for the most part. Instead, it’s too stop-and-go. When you’re making your way to a boss, it is a close approximation to Contra, only played one screen at a time. But then the bosses happen. They usually have small collision boxes. The best example of this is the jumping alien. In the NES game, you could shoot anywhere on its body and it registered damage. On the MSX, you HAVE to shoot it in the head, and it has a pretty tiny head. Everything is this way. The big ass tanks from the snow level? They’re here, but you have to shoot them in the gun. There’s an annoying little wrinkle that comes with all this: if you have muscle memory of Contra’s jumping from the NES or Arcade, it won’t help you with timing at all here. You jump a little higher and a little floatier on the MSX. I really struggled to aim, whether I was side-scrolling or shooting at the wall in third person mode. Speaking of which, you have to aim up in some levels in third person mode, but for most targets, that goes over them. But, your standard trajectory often doesn’t work either, so you have to jump and shoot as middle ground between angles. So annoying.
For these reasons, Contra on MSX has a reputation of being especially hard, and yea, it’s true. By the way, there’s NO continues. Yikes. After a couple hours, I opted to use a popular ROM hack that gives you virtually infinite health and I still managed to lose a couple lives. It’s really telling how tough the collision is (not bad, but tough) because with the addition of these challenging aspects also comes the addition of straight-up cheese. Contra MSX’s screen-based scrolling allows you to run past entire sections of the game. The lead-up to the battle with the giant alien heart? It’s here, with the alien turrets that spit “spores” out that heat seeks you. Only, on the MSX, it’s a cinch! You can just run past them with no consequence. They get a fresh spawn every new screen and need time to fire their first bullets, which in turn need a few seconds before they pose a danger to you. If you don’t care about your score, you have more than enough time to just run across the screen. Nothing chases you to the next screen. Not enemies. Not bullets. They cease to exist. This is almost certainly why they beefed-up the bosses. They had to, because this is a Contra that rewards cowardice. Thanks to that health bar that they chose to go with in addition to a life system, getting shot once doesn’t cost you a gun. But not getting shot at all costs you nothing. Why engage if you don’t have to? You know the bosses are going to be tough, so just leg it past enemies when you can and save your strength for the battle ahead.

“Hey.. HEY.. you can’t do that! That’s cheating!” “Duh! I’m using the ‘cheat enabled’ ROM! How did you think I was going to play? With honor? Hah!”
So, that’s Contra on the MSX. You know the drill. Swap between side scrolling and third person gameplay. Kill a few aliens. Shoot an alien heart to death, then watch the credits..
Hey, wait a second..
Why’s the game still going?
Okay, okay, yea, I can dig it. When you kill the heart in Contra on MSX, there’s still a lot of game left. As in “you’re only about halfway done.” After the heart battle, Contra introduces more gameplay elements that are new to the series. Like vertical levels where you travel down instead of up. Okay, that’s different. Sure, the cheese issue from before applies even more here. It’s very easy to just drop down to the next screen without engaging anything. But, the highlight is easily a pair of third person bases that are, in fact, mazes. You don’t know which way leads to the final chamber and picking the wrong way takes you back. It’s not that hard to find your way around, but I was impressed nonetheless. The only truly new set piece is a lava stage, and then the final boss is called the “vital alien organ.” As opposed to what? Shooting the Appendix of Contra? The Spleen of Contra? Oh, oh, the Tonsils of Contra! No, that one wouldn’t work. What if they’re infected? You’d be doing the alien a favor. Yea, taking out vital organs probably makes more sense.

The Vital Alien Organ. I will not make the most obvious joke here. You’re welcome.
Keeping it real, Contra on MSX is one of the least popular games among fans of the franchise for a reason. There are certain benchmarks that make for a good Contra game, and this is missing a few. There’s no co-op. Single player only. The gunplay isn’t amazing. It’s pretty basic, especially compared to the more famous NES and Arcade games, and that’s assuming the guns worked at all. The flamethrower from the coin-op/NES is here. You know, the gun that shoots bullets that travel in circles. Circles bigger than the collision boxes are in this version of Contra. You see where this is going.

Yea, the flamethrower bullets circled around the tiny collision box on the UFO. Every single bullet missed when I stood right underneath it. The flamethrower is WORTHLESS against bosses. I think it might be the worst video game gun invented before Goldeneye’s Klobb.
And I didn’t find the laser very satisfactory either. Not worthless. Don’t get me wrong, but just not as fun to use. It’s too subdued. Weirdly, the basic machine gun or the rear gun are the most satisfying and useful weapons. Oh, and this time around, the capsules that fly onto the screen don’t drop guns. They instead drop items that boost your movement speed and firing speed. They’re also much harder to hit. Again, tiny collision boxes. I have no idea why Konami’s team (it’s hard to find credits for a lot of MSX games) made the choices they did, but few of them are in service to the game’s enjoyment. Ultimately, Contra for MSX never feels like Contra. Even with replicated set-pieces and bosses, it doesn’t even come close. I make “dollar store knock-off” jokes all the time, but in the case of Contra, that really is the closest I can come to saying how it feels. If there were such a thing as a dollar store gaming knock-off, Contra on MSX would be the dollar store Contra.

Another change, and this is a very big one: you can’t destroy primary targets until you’ve taken out all secondary guns. Take the first boss, for example. Want to blow up the main target? Gotta take out the top two guns first. Even though it makes the damage noise, the main target won’t blow up no matter how long you pump bullets into it. I actually like this change. It adds stakes, and in fact, would be a positive addition to the NES version. Like the “Final Gate” boss before the alien lair, where you can just run up and hit the target before it even gets one shot off at you? That would be out the window. You’d have to take out the two cannons first. Contra MSX is full of those kinds of ideas that COULD work, but they don’t help this specific game for other reasons.
On the other hand, I genuinely enjoyed the extra levels and effort that went into coming up with replacements for the hardware’s shortcomings. No spread gun? That sucks, but the gun that replaced, while nowhere near as fun, got a LOT of use from this chick. That should count for something, right? And then there’s ideas that are totally out of left field, like how picking up new guns work. Once you pick up a gun, you have THAT gun, and every time you get to another spot where you can pick-up a gun, even if it’s an old one you already have, you can choose to equip any gun you’ve previously found via a menu. I don’t think I’d like that for NES Contra, but it certainly works here. I used it too, to swap between the laser and the rear gun a few times. There’s a lot of novelty here to make MSX Contra interesting beyond the raw gameplay. But, gameplay is king. The best thing I can say about MSX Contra is that it took the skeleton of Contra and boiled a perfectly fine gaming broth both out of it that might make for a lousy game of Contra, but it’s perfectly decent as a bland action game. Contra on MSX might not deserve to wear the Contra name, but it does, and it should be included in any collection of classic Contra games. This deserved a spot on Contra Anniversary Collection, even if it doesn’t feel like the Contra we all love.
Verdict: YES!

The names of levels are hilarious. The boss of the first base is called “Homicide Censor No. 1.” That’s hardcore. Meanwhile, the first stage is called “Asphalt Jungle.” WTF? Do you even know what an asphalt jungle is, Konami? Your game takes place in a LITERAL jungle, not an asphalt one.
PART OF THE CONTRA REVIEW SERIES!
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I had a look at a video of the MSX version of Turtles and as I suspected looks like a straight Spectrum port only moving at about half the speed and with “washed out” colours
I might let me team filter out the “lazy” ones. I’ve not decided yet. See, the problem is interpretation of what is or isn’t “lazy” allows someone else’s opinions to filter into my reviews via absence. I need some kind of barometer like “literally copied and pasted the Spectrum game to MSX.” And now I’m interested in how that even happens.
Spectrum and MSX1 both shared similar display modes, but the MSX had hardware sprites and could manage more colours in a line than the Spectrum (which famously wasn’t designed to play games – it managed to because early hobbyists made it do so using machine code and things like software sprites). Think they both used Z80 processors as well which would have made porting much easier.
Lazy ports were a sad feature of the home computer era. Most notorious examples were Spectrum -> MSX (the latter usually running much slower which often ruined the games), Spectrum -> Amstrad CPC (again, usually ran slower and because the only way the CPC could match the Spectrum resolution was by using a four-colour mode, usually used far less colours), and Atari ST -> Amiga (they shared a 68000 processor but the ST had none of the Amiga’s fancy sprite/graphics hardware so it was a case of Speccy -> MSX again albeit without the slowdown). Something quite depressing is finding out just how much stuff from that era was substandard because of things like sales deadlines and company management who genuinely didn’t give a stuff about the quality of the games so long as they got them on the shelves. There was an interesting interview with a developer from the 90s who said that if you got a good home port of an arcade machine you could thank the fact the developer usually liked and cared about the arcade game and the conversion they were producing, because if they didn’t they usually just churned something out crap and would be paid the same for it.
“Lazy ports were a sad feature of the home computer era.” Hey now, consoles got it too. Shortcuts are a reality of game development. It might have stood out more on PCs because of optimization for specific platforms, but it was AND IS a thing in gaming.
But thanks for the layman’s breakdown. Follow up: I know that the Sega Genesis is essentially an early gen Mac as a game console, but what about the PC-to-Console and vice versa ports. What was the closest any PC could come to copying & pasting a game to console (yes, I realize that’s not how it works, but I mean minimum tweaking).
There was quite a bit of Amiga -> Megadrive/Genesis porting, generally of a pretty high quality as well. As a ‘miggy owner was always slightly peeved there wasn’t much in the other way (although we did get Road Rash, but apart from that I think just some meh platformers). Best examples for me are the Chuck Rock games which slightly improve on the Amiga originals with richer backgrounds (although I seem to remember there was some censorship – e.g. Chuck originally walks under some dino legs and it shits on him – too much for the US/Japan “family” market); at the other end a generally very good Robocod port is spoiled by some lazy background work (the Amiga original had mad pattered backgrounds using a custom chip the SMD didn’t have, instead of adapting them with some nice pastel shades or something they took foreground graphics and made them a bit darker. Deeply confusing).
Don’t think there were any DOS-console ports off the top of my head, although until about 1993 there wasn’t much call for them as DOS machines generally weren’t too hot at the arcade stuff console owners were interested in.
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Should also point out – I think the ‘miggy and SMD shared a processor (68000, think the Mac used it as well which explains the link) and from my limited understanding of software development, it’s easier to shift code to machines with the same processor because the low-level machine code instructions are the same or something. I don’t know if it’s even “done” like that nowadays, it all seems to be kits and Engines now. It’s like in Foundation where there are loads of people who know how to maintain a nuclear power station but hardly anyone who knows how they actually work.
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Wow! I didn’t even know there was a version on MSX! I should look into it sometime. Great review!
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