PERSONAL BEST: 108,300pts

The two mumbling beefcakes of 80s Hollywood are together at last! With the mission to storm straight into Nicaragua and violently usurp their current socialist government on the behalf of Ronald Reagan and initiate an entire massacre on civilians kick some alien ass in New Zeland in the year 2633, this arcade shooting cornerstone completely embodies Dukie's credo of shooting everything on sight, being tough, and chewing bubble gum.

It has to be said this is an evolution of Konami's many shooter games(evolving straight from "Scramble" up through "Gradius"), that sticks to the principle that you need the power-ups and that once you die once, you lose them all and are pretty much a gonner. It's a requirement to have power-ons all of the time, and it is damning every time you get something that is not the spread gun or machine gun. Often these swaps get irreplaceable, and you need them especially for the later-game bosses, although they're so hard they'll reduce you to using pea shooters anyway.

Like "OutRun", I think "Contra" can be credited for managing to invigorate the 16-bit artstyle. The jungles are pretty and lush, the sprites of the heroes are wonderfuly recognisable, crisp, realistic, and you can imagine the whole package being seamlessly translated for the Mega Drive. And also the alien designs can get really yucky and disturbingly organic. It's so funny and artful how this pastiche on "Commando" so seamlessly blends into the finale of "Alien", and just couple it with early forerunners of gaping stone faces shooting fireballs that are so obviously an inspiration for Sega's "Altered Beast".

"Contra" officially has 7 stages but with the change of landscapes it really feels more like 10. As a casual player it is perfectly achievable to reach(or even beat) about half the game, but then it just starts being very brazen and uneven with its difficulty spikes. Some segments are obviously breather portions meant for relaxation, just so that some insurmountable, bullet-spamming boss is waiting around the corner. But it was an arcade game, what can I say, and people must have been compelled to get to memorise all of these patterns, using only the advantage of your high platforming flexibility in tow. I know I certainly was, and every single time I took it on the hand, I always felt I could reach a step forward, and that excercising that excitement is certainly a mark of good game design.

(Glitchwave project #022)

Reviewed on Oct 27, 2022


1 Comment


1 year ago

As a side note, take a look at the Amstrad CPC port ending, hoooly shit