NEStalgia

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NES box art for Contra, the cover of NEStalgia episode 92

092 · CONTRA

▶ Game info
VerdictEssential
GenreAction
SeasonSeason 4
DeveloperKonami
PublisherKonami
November 8, 2019 · 1 hr 29 min · transcript available

You’re about to come face to face against Red Falcon, the cruelest life-form in the galaxy. If you succeed, well…it doesn’t matter, because I doubt you will.

Our verdict: Essential

Contra is the first run-and-gun on the show, and 93 games in it still surprised us. It feels like Commando or Ikari Warriors rebuilt so you are constantly moving and shooting. We called it one of the highlights of the system.

What makes it essential

  • It looks like an 80s action movie. The sprites have visible muscles, the jungle feels like a place instead of bricks and clouds, and the energy discs and transparent bubbles look like Super NES work. The gun sounds great, and the manual's Cold War story, a two-man team sent in so nobody starts a war, is the first one we bought.
  • Directional shooting from minute one. After wishing Simon could whip diagonally, here you hold up and left and fire, even mid-air. Platforms are crisp enough that you always know what you are standing on, unlike Karnov and Wizards and Warriors.
  • Variety. Eight stages: the waterfall climb, the snow level where grenades come from below the horizon, the cramped late stages with flamethrowers, and an alien lair that feels like the inside of something huge.
  • The base stages. The pseudo-3D rooms behind an electric fence play like cover shooting, or as we put it, a tennis match where you dodge the volleys. We jumped the rolling mines for ages before realizing you can shoot them.
  • Power-ups with personality. Spread is the best by a mile and lets you cheese bosses, and rapid fire stacks on it. The laser seems to cancel your last shot.
  • Real co-op. We called out targets like a battlefield, and the tanks fell apart with two players.

Where it gets frustrating

  • The jump is all or nothing. You always leap full height, which hurts under low bullets and on platforms that look reachable and are not. Dropping through a ledge means pressing A while crouched, and letting go of crouch stands you straight into fire.
  • Memorization. The late turrets that pop up already firing are a lot, and the game rewards memorizing its layout.
  • Co-op fights the camera. The screen barely scrolls until you push past a point, so you can trap your partner, and bosses get no extra health. Single player is the more polished way to play.

Beyond the game

The Famicom version has swaying trees, cutscenes, a map and an extra music track. Hold start and select through its credits and it types out that Red Falcon will live forever, a tease for Super C. Contra Force follows in 1992.

The bottom line

Essential. Difficulty lands around Mega Man: tense more than unfair, and the Konami code's 30 lives made it more fun for us, though Joe wanted a failed run to send you back to the stage, not the whole game. Under the new 1988 rule it needed three votes, and all four of us voted it onto the Essential Games List.

Written from our conversation in this episode.

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