Contra (NES Review)
October 20, 2024 19 Comments

Contra
aka Probotector
Platform: Nintendo Entertainment System
Released February 9, 1988
Directed by Shigeharu Umezaki & Shinji Kitamoto
Developed by Konami
Included in Contra Anniversary Collection

I imagine the Konami NES NO! streak is about to end.
Ever shut down an account with 18,600 followers? It doesn’t feel great. I need something to cheer me up. I think it speaks volumes that, when I was asking myself “what classic game can I play that I know is guaranteed to be a good time no matter how many times I play it?” Contra sprang to mind. Come on, it’s Contra! What can I possibly say that hasn’t been said by everyone who loves games? “It’s a very fun game, but when do we get to the part where we trade arms to Iran?” Thanks, Dad. I’m sure nobody has ever made THAT joke before. So, I did something a little different with this review. In addition to playing through it, I watched my father and niece Sasha play a round. I just wanted to see if they had fun. No help from me, except I told them the Konami Code, which Dad had heard of but Sasha, all of age 9, hadn’t. Took them a couple tries but they got it right. Dad had played this a little bit before with me, but we’d never really finished it. And, they had a great time! They really liked Contra a lot, both declaring it one of the best games they’ve ever played, and that made me feel awesome. That could be the whole review there, but WHY is Contra fun? Why is it so beloved? Has any game that’s so small and unassuming left a bigger footprint? Arguably, it’s more famous for the Konami Code than the game itself. Plenty of people can’t recite their own driver’s license number by heart, but they can recite how to get 30 lives in Contra, even if they haven’t played it in decades. I HAVE to know: what makes Contra.. well, Contra?

This is arguably the game that introduced the concept of “epic” to gaming.
The obvious answer is “everything.” The music. The sound effects. The guns. The bosses. The two gameplay styles, side scrolling stages and third-person stages, being completely compatible in a way that changes the pace in a fun and inventive way? Something a different Contra game proved matters a great deal, by the way. Super C’s top-down sections are nowhere near as fun as Contra’s third-person stages. Top down? Pssh, what is this? Ikari Warriors? Commando? Top-down is far too common-place on the NES, unlike the third-person stuff. Even the mythology around Contra elevates it above other games. I’m not just talking about the most famous cheat code in gaming history. It certainly played a big role, but it’s not even really Contra’s code. It’s Konami’s code, and it started in the game Gradius because play testers weren’t able to finish the game and needed help. It was a series of inputs nobody could do by accident. Then, they just forgot to delete it before publication, and the code became an icon of gaming. Hell, it’s in the Tengen version of Tetris. Sort of. The “UP UP” part isn’t, but if you pause that game and press “DOWN DOWN LEFT RIGHT LEFT RIGHT B A” it changes any block into the Tetris-making long block.
And that’s just the start of Contra’s mythology. How about the fact that, in Europe, they replaced humans with robots? That’s one of those things that’s just so weird, but in a charming way. There’s no doubt about it: Contra for the NES is in the discussion for the greatest video game of all-time, but I suspect the secret to its success goes deeper. I think Contra is one of the most interesting games ever made. On the surface, it doesn’t really seem like it would make for an interesting review, either. Well, at least my style of review, because Contra doesn’t do very much wrong. What can I possibly complain about? There’s no cheap shots. There’s no gotchas. The jumping is damn near perfect. The levels are flawlessly paced. There’s not one placement of platforms I would consider to be an unfair or bad jump. There’s no trollish enemy placement. If anything, Contra handles all those elements so precisely and thoughtfully that you’d swear a super computer chose their locations based on some kind of scientific formula. The one sort of “dirty pool” part are these hooks, which don’t use a timed interval like previous ones had:

And.. you can just jump over them. There’s enough clearance. Took me a while to figure that one out. Even the weapons are equally fun. While I know what gun *I* like (the spread gun), there’s practical arguments that the flamethrower, laser, and even the machine gun are equally balanced. Hell, did Contra even make a mistake at all, or is this that rare game that’s absolutely perfect?

In Japan, there’s some special effects that don’t happen in the US. There’s also a Ghosts ‘n Goblins-like Map Screen and “cut scenes” like the one above.
It might actually be perfect. Except the co-op, which has scrolling that can double-kill you or worse if you die and then respawn right over a pit without your partner moving the screen far enough over. You can also scroll-kill on the Waterfall stage too. Except, that sort of feels like the type of communication-based challenge that co-op SHOULD have, doesn’t it? So, great, back to “is it perfect?” And the answer to that is “no.” There’s one flaw that I would come down on like a ton of bricks if it were any other game, and fair is fair. So, here is the one and only genuine problem with Contra: visibility issues. And it’s not nothing. Assuming you have a non-standard gun, your bullets are big and highly visible. But, basic grunt enemies and the turrets shoot white dots at you, and sometimes they vanish in the fog of war. Depending on your screen, it can be very easy to lose track of the enemy shots. As a precaution I have to take with my photosensitivity, I have to play my games in a room that’s brightly lit. It sucks, but it beats having a seizure, a headache, or whatever else might happen. Some games it’s not even a big deal, but it absolutely is with Contra. I’m good enough now that, when I die, it’s usually a total surprise because of a stray bullet that blended a little too perfectly with the rest of the screen. Once I was absolutely certain that there was nothing about the graphics or effects of Contra that was dangerous for my photosensitivity, I turned the lighting down a little bit. Visibility was still an issue. So, it’s a thing.

The visibility thing is especially annoying in the third-person levels. The little electric beam that keeps you from running forward is white and bounces up and down. It’s visually noisy and white, while the bullets are visually small, subtle, and white. There’s also white lines to create the illusion of depth, and enemies have white shoes. Hell, the seams of your pants are white. It’s not a coincidence most of my deaths in this feature came during these base stages.
That one flaw is certainly not enough to take Contra out of the contention for the title of best NES game. I obviously don’t think it is (that honor goes to another Konami game: Castlevania III: Dracula’s Curse), but it’s no-doubt-about-it in the discussion. Even people not inclined to enjoy pew-pew beefy dudes shooting guns type of games love Contra. I think a big part of that is it’s one of the most clockable games of this type out there. In recent years, one of my proudest gaming achievements was successfully beating the original Castlevania without dying. But, a no-hit run seems so far out of my league that it’s practically off the table. When I had that no-death run, a few people mentioned trying a no-death run on Contra. HAH. That feels well out of reach. Then I played it for this review. Actually, I played it multiple times, but that wasn’t my intention. I was going to play it once single, and once co-op. In the first game, I put the 30 lives code in as a precaution, but I didn’t need it. I ended up making it over half-way through the game on my first attempt before I lost my first life. WTF? Really? In fact, yea, I made it to the “energy zone” before I died right here:

This prickish fire beam that behaves differently than other fire beams is where my no-death streak ended in my first game in this review.
Am I just fantastic at games? Nah. If you want to completely trivialize Contra’s difficulty, all you need is a controller with autofire, the spread gun, and enough experience playing Contra that you know what to expect. It’s not even that much experience, either. I hadn’t played Contra in a long time when I made that first run during this review, and I finished the entire game with only two deaths thanks to cautious gameplay and the autofire. On its own, with a regular controller, Contra is genuinely pretty tough, right? Maybe the first time, but if you know what to expect, it’s really not that hard. I know this because I just created a challenge for myself: Contra, with no thirty lives code and no autofire. Can I beat the game without needing a continue?

That was a warm-up, everyone. Warm-up.
Let’s try that again.

Oh for f*ck’s sake, Cathy.
Alright, seriously, starting over, and this time I’m going to remind my brain there’s no autofire and I can’t just barge through the game like I want to talk to the game’s manager. No BS, how far can I make it in Contra with zero extra help? No thirty lives code. No autofire, no rewinding, no save states. Go!

Death #1 happened during the last room before the boss of the second level. I tried to get too many shots off at the primary target before smartening-up and taking out at least one of the turrets. The worst part was losing my spread gun. I basically traded it and one of my lives for the flamethrower, which is my least favorite of the four non-basic weapons. I didn’t get the spread gun back until over halfway through level three, which is where I also scored my first free life (CORRECTION – IT WAS MY SECOND FREE LIFE).
Death #2 happened during the third boss, which is one of the few bosses that shoots large projectiles you can’t blow-up with your own bullets. I think I just died from a bullet that spawned in the same space I was occupying. Death #3 happened in the first room of level four. Yep, I’m in trouble. I got a flamethrower (sigh, why do the third-person things give me that POS first?), then ended up with the laser, and soon after, another free life. Made it to the final room which has three turrets, tons of barrels that come at you, and enemies that never stop shooting. Death #4, but I got a machine gun for the first time since the start of the game and got out of the boss fight with two lives left. Without any third-person levels left, for a moment, I thought I had a shot at it. I got ANOTHER free life soon into the next stage, and I got my spread gun back. And then I remembered the big f’n tanks in the next level.. which I defeated easily. In fact, I had my first level since level one where I didn’t die! I also didn’t die in the 6th level and got ANOTHER free life.
This was my Homer Simpson moment. “I’M GONNA MAKE IT! I’M GONNA MAKE IT! THIS IS THE GREATEST THRILL OF MY LIFE! I’M QUEEN OF THE WORLD AND..”

Death #5
Are you kidding me? A pack of three guys had been running to the edge of the platform below me and then turning around. I shot two of them, but one jumped and got me. Goddammit so much. Except.. uh.. that was my last death. Holy crap, I just beat Contra without gaming-over, without the 30 lives code, without cheating, AND without autofire!
Granted, I had a two-death game with autofire already in the making of this review, but I literally squealed with joy. It just feels like it matters for some reason. So, now that I’m really warmed up, how far can I make it with autofire? How much does that completely neutralize the difficulty of Contra?

Warm up. WHAT? WARM UP! (I didn’t make my jumps across the exploding bridges).
After that false start, I did it. No death run on Contra. With autofire, but no cheating. The game continues afterwards with another cycle. I couldn’t find anything on if the second cycle is supposed to be harder. I didn’t think it was, but I wanted to see how far I could make it without dying. I wasn’t as cautious this time. The first cycle, I paced myself, especially with the turrets. I made sure to take them out as soon as I could to lessen the chances of a stray bullet. I didn’t the second time around and I made it..
Contra, like Castlevania, has a overstated difficulty. It’s tough, but not unclockable. Random elements are kept to a minimum, and enemies are predictable. Your bullets travel the full length of the screen, and it’s not like enemy fire is blanketing the playfield. This isn’t a bullet hell, or even remotely close to that. On top of all that, if you die, there’s never too much distance between you and the next opportunity to upgrade your gun. How many video games with a reputation for being difficult are there where the difficulty is based on the fact that you’re absolutely f*cked the very first time you lose your current loadout? That’s not the case at all with Contra. In my no autofire run, I only finished one boss without the default gun. Enemies are never too spongy. Bosses aren’t, even with your basic gun, but the odds are you won’t have your basic gun for long anyway. That was my revelation about Contra: as far as this type of game goes, it’s almost unprecedented in how generous it is with power-ups and extra lives. Mind you, there’s no extra life pick-up. Extra lives come from points only, yet, I was constantly hearing the pleasant chime of a +1 to my stockpile. I’ve played a lot of NES run & gun games way more intense than this. Compare Contra to something like Capcom titles Gun.Smoke or Commando. Contra is downright kind.

In Europe, the franchise is called Probotector. It sounds like a satire of a game name, doesn’t it? But, it’s the same game. Oddly enough, I didn’t find the difficulty better or worse on any of the three versions (including the Famicom). That’s rare. If there was any difference, it was so subtle that I didn’t feel it.
And I think I know now why Contra is so universally loved: challenge isn’t the point. Fun is. It’s generous with the special guns because they’re more fun than the basic gun. It’s not spongy with the bosses because that would make the novelty of fighting them wear off quickly. The developers have nothing to prove or gain by demoralizing players. Contra is tough to start, but it’s easy to memorize where enemies are going to be. It doesn’t even slow gameplay down that much to play conservatively. It’s the most doable of any “hard” game on the NES. It was A LOT harder for me to beat Castlevania without dying than it was to beat Contra without continuing or, with autofire, without losing a life.

It helps that not one single level qualifies as “the bad one” or even the “not as good one.” Contra is a masterpiece of level design. They’re all a lot of fun.
When people talk about “Nintendo Hard” it’s usually about games like Battletoads which are so prohibitively difficult that they just become boring after the first couple stages. Then there’s Contra, which thanks to the 30 lives code, anyone can finish with a continue or two. It’s a cinch. But, without that code, it’s a game hard enough that beating it without continuing is an accomplishment I’m proud of. At the same time, it wasn’t that hard. It just took a lot of replays over the years. And that’s where Contra’s credentials as a bonafide gaming legend are revealed. Hell, I could probably brute-force memorize any game and get myself to the point where I can beat it in a way that feels like a big deal. Some would just take longer than others. But, for 99.9% of all games, the process for getting to that point would be so boring. Not Contra. No matter how many replays, it’s as fun the last time as it was the first time. It might not be anyone’s #1 game of all-time, but it’s up there for EVERYONE, and there’s not a lot of games you can say that about. And THAT’S why Contra is one of the all-time greats. But, certainly not THE greatest.. right? RIGHT?! I don’t even know.
Verdict: YES
“What about the coin-op? What about Super C? What about..”
PART OF THE CONTRA REVIEW SERIES!
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