Run ‘n Gun-a-thon — Part 1

I love platformers and action games, so it’s weird that I haven’t actually played many entries in the genre that combines the two. Time to fix that. To kick off this marathon, I will be starting with the game that started it all: the original Contra.

The Contra series, and run ‘n guns in general, are notorious for their difficulty. Even easy run ‘n guns tend to be hard to get into. That’s why I recommend playing something like Cuphead before playing Contra. In the latter, you die in one hit and only get three continues of three lives to conquer eight progressively difficult levels. Extra lives can be earned at specific score targets, but they won’t be earned so easily. Without save states or the Konami code, you can only afford to die 12-15 times before it’s game over.

Contra doesn’t beat you to the ground when you lose, it kicks you down a well. Oh, you got hit? Die and lose your upgrades! Used a continue? Better start from the beginning of the level! Lost all of your continues? Start the whole game over! However, the level design is fair. Enemy attack patterns are so simple you can deduce them in a second. This is important since there’s a lot of on-the-fly decision-making as to where to jump and what weapon is best for the occasion. You are also rewarded for handicapping yourself in the current situation if you know an upcoming scenario will be much easier as a result. The laser gun, for example, initially seems like a worse option than the default rifle because most enemies die so quickly anyway, but it makes short work of bosses and security walls if utilized properly. You can plan a strategy prior to a level since weapons always drop in the same locations, but be ready to improvise when something inevitably goes wrong.

If I had to criticize anything about Contra, it would be the two security base levels employing a pseudo-3D perspective. They didn’t bother me too much, but the lack of platforming and less-than-stellar depth perception made them less fun than the side-scroller levels. I also think the spiked walls in level 7 are a throwaway mechanic. They’re only good for catching first-time players, after which they will never pose a serious threat and will slow the player down by a few seconds. It’s a jarring pace-breaker for a game so eager to throw you in the action.

Other than those nitpicks, Contra is a good time. When you know what you’re doing, the game can be demolished in an hour. Understandable considering it was originally an arcade release and I’d rather have that than something that greatly overstays its welcome.

Reviewed on Apr 09, 2024


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