| Just as there has never been a fighting game that does not bear at least an abstract resemblance to Street Fighter II, you would be hard pressed to name me a run and gun that does not owe something to Contra. Practically a genre unto itself, Contra has inspired more action titles than I care to name. When somebody talks about Metal Slug as "Contra in a tank" or Gunstar as "anime Contra," you should have a good idea of what he means. "Contra-like" has become part of the gaming lexicon. |
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| But what is Contra, exactly? An action platformer, or rather, the action platformer, yes, but that description fails to capture the essence of what this game is about so I'll try a different approach. Remember that scene in Commando where Schwartzeneger shows up, pecs flexing, on the enemy's island stronghold to rescue Alissa Milano -- never mind that she was five, that's just how Arnold rolls -- and he single handedly destroys an entire militia with AK-47's, rocket launchers and gardening supplies? Well Contra's like that, and only slightly less ridiculous. But while the over the top heroics might amount to a wonderfully awful B-movie, they translate into an A-grade video game. |
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| As an all American mullet sporting, cigar smoking, bare chested army commando named Madd Dogg (is there any other kind?) it's your job to take the fight to the heart of Communism itself. No, I'm not buying that alien invasion bullshit. Why did the alien menace have to be red? And this coming from a company whose track record includes the woefully politically incorrect Rush ‘N Attack. But the truth is that I've beaten Contra dozens of times over and I can't remember the plot. It's inconsequential and completely beside the point. If you're playing Contra for the storyline, you're probably the type of guy who reads Playboy for the articles. |
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| But to paint a better picture of what Contra is, allow me to enumerate what Contra is not. Contra is not subtle. Contra is about as subtle as those atomic wedgies you used to get in grade school. And Contra is scarcely, to paraphrase co-reviewer Shin Rianu, "deep enough to drown a baby in." And that works out in the games favor because while in the case of the aforementioned Commando, senseless violence may compensate poorly for plot development and character interaction -- the pillars on which all good cinema stands -- it does allow for some sick gameplay. Paradoxically, by being brainless in the way your parents probably described it, Contra actually provides you with a considerably in depth action experience by the sheer weight of its demanding gameplay. |
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| With the exception of two stages that take place from a behind the back perspective, the basic gameplay of Contra is comprised entirely of running to the right while blowing the bloody blue hell out of everything that has the misfortune of being alive when the two of you cross paths. Contra's greatness lies not in its play mechanics, but rather in the way that the game forces you to make frantic use of them. There is no exploration in Contra, no sight seeing, no shaking hands or kissing babies. The screen is constantly packed full of hostiles coming in from every angle, and you have no time for such pleasantries as you wade through the carnage. Weapon power-ups fly by overhead every so often, and their unlimited ammunition encourages you not to take your finger off the trigger for even a second. Bridges explode under your feet, enemy grunts leap out of the scenery, and you're scarcely awarded enough time to wipe the sweat from your eyes before you find yourself standing across from a screen filling enemy fortification that's gunning for you with everything it's got. |
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| The second stage switches things around entirely and you find yourself trapped behind a wall of electricity, dodging enemy potshots as you infiltrate your way into their base. Eventually you find yourself scaling the sheer cliffs of a waterfall, dodging boulders, cannon fire, and snipers the entire way up, only to be greeted by a massive freaking alien head at the top. Combine a Rambo aesthetic with just a dash of H.R. Giger's Alien and you have what is, in a word: awesome. |
| Still, as immaculate an action game as Contra is, it is not without flaw. Those behind the back stages haven't aged as well as the side-scrolling segments, though they're short enough where they can serve the purpose of mixing things up without detracting too much overall. And the weapon system is horribly unbalanced. I've never met a single person who didn't hold onto the Spread Gun once acquired; I personally refuse to give it up until the commies pry it from my cold, dead hands. These minor grievances aside, Contra still stands as the pinnacle of action titles, 8-bit or otherwise. |
Rating |
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8.5 |
+ Classic Konami style. |
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9.5 |
++ Great rocking soundtrack. From the explosion on the title screen to the kicking boss tracks that's as metal as midi can get, it just doesn't get better than this on the NES. |
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9.9 |
++ Frantic, challenging gameplay graced with excellent design and precise controls. - Aforementioned issues concerning behind the back stages and weapon imbalance. |
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8.0 |
++ Mullets, bare chests, and cigars. Konami did the 80's action hero proud. - Wonderful, though slightly tired, H.R. Giger influences. |
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10 |
++ Contra never gets old. |
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9.8 |
++ The greatest action platformer of all time. |
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