Great review Jamie. Man I love this game to death. I was playing it last night lol. The first time I played it was at a Pizza Hut, and being such a huge fan of Arnold and Stallone and 80s action movies, it blew me away. I don't think I could ever get sick of it. It's really not as hard as people say. All it takes is practice.
Retronautical: The Expendables
On 03/07/2013 at 03:48 PM by Jamie Alston See More From This User » |
Contra is an iconic staple of the earlier days of 8-bit gaming. It’s a game that virtually requires no introduction, though I’m giving it one anyway. Originally released in the arcade in 1987, Contra exploded on the scene with non-stop run and gun action that would make an action movie buff grin with delight as they blasted their way past stage after of testosterone-soaked stage. It would go on the find an even bigger audience when Contra was ported to the NES a year later on February 2, 1988. This was the first side-scrolling shooter I had ever played. I still remember when my brother, sister, and I played this game for the first time (my sister and taking turns as player 2). I was hooked from the beginning. So much so that, to this day, I still refer to the colors red and blue as the “Contra colors”.
The first thing that captivated my attention was the game’s quintessentially 80’s action movie-esque box art. The muscular hero firing bluish-white fireballs from his gun at a tentacled threat; his equally-ripped buddy keeping an eye out for surrounding dangers; and that snarling alien ready to strike our heroes at any moment-- it was as if the action was jumping off the cardboard it was printed on. And those grey vertical bars that found its way onto the box art for Konami’s NES games back then intrigued me. It was as if those bars were hiding the rest of the action and the only way I could see it was by playing the game. I know-- I had a very active imagination back then.
Contra, introduced the world to two of the toughest, most shirtless soldiers in video game history-- Bill “Mad Dog” Rizer (the blue guy) and Lance “Scorpion” Bean (the red guy). As part of the Special Forces Elite Commando Squad, these guys are tasked with saving humanity from the clutches of Red Falcon-- an alien intending to rule the universe, starting with Earth. Actually, that’s the story Konami wrote for US version. According to the setting in the Japanese version, the year was 2633 and “Red Falcon” was merely the name of a terrorist organization. But no matter which version you prefer, there were evil butts that needed a hearty kicking. End of story.
This game was all about non-stop action and, in later levels, quick reflexes. Now, at face value, all you really did was run around shooting your way through wave after wave of henchmen and alien creatures. But what made the game particularly noteworthy was the action movie flare with which the heroes carried out their mission. I mean, these guys were jumping across exploding bridges, scaling waterfalls, and taking down colossal fortresses and bosses that easily dwarfed them. And let’s not forget Bill and Lance’s uncanny ability to pull off acrobatic somersaults while shooting bullets in any direction they please-- all the while sporting a fashionable Rambo headband. There are 8 levels total in this game; two of which are psudeo-3D levels that took place inside the alien\terrorist fortress.
You have a choice of 5 weapons in the game-- Machine Gun (M), Fireball (F), Laser (L), Spread Gun (S), and Rapid Fire (R). Most of the weapons are pretty good, but the spread gun is still my personal favorite. You never had to worry about fending off enemies at any angle with that bad boy. The so-called “Rapid Fire” doesn’t function the way you’d expect in a shoot ‘em up game. Instead of automating your rate-of-fire, all it does is increase the velocity of your bullet. So it’s not exactly worth scrambling for in a 2-player game. The worst weapon for me was the laser, because you could only hit whatever was in the direct path of the beam and it didn’t work quite as well as the other weapons when you needed something that could be repeatedly fired off quickly.
But that as it may, the assortment of weapons are preferable to being stuck with the default pea shooter, which is exactly what happens when you lose a life. Unfortunately, the heroic commandos are one-hit wonders. If an enemy so much as grazes your pixel, it’s lights out for you. All that muscle, and they still can’t take a hit. Even so, it helps the game to stay challenging since you’ll need to be quick on your feet while exercising a little forethought in some of the traps tricky ambushes that await you in later stages.
To get the most out of Contra, I’ve always found it best to be played with a friend. It's always nice to have a buddy around when you're trying to beat the game without using the Konami code. But be warned though, this game may also end some friendships as well. Remember to obey the rule of co-op gaming-- always confer with your friend before taking the best weapon...or any weapon for that matter. Of course, if you really want to piss off the player, press the A and B buttons simultaneously when you run out of lives and steal his extra man. Or try leaving the other person behind on the waterfall level. If they can't keep up, they’ll lose a life or two. My brother always got a kick out doing that when my sister played with him.
There’s no doubt that the gameplay elements played a major role in Contra’s success. But equally as remarkable was the game’s attention-to-detail with its visual presentation. Despite needing to be stripped down from the arcade version to accommodate the NES hardware, the game looked great. Bill and Lance were still fairly well drawn, they managed to keep their Arnold Schwarzenegger physique, and their famous somersault-jumps looked way more natural compared to the arcade version’s strangely awkward animation. It’s also kind of neat that both characters “rattle” a bit when firing their weapons. I always thought that was a nice touch.
Of course, the real star of the game is divided among 3 aspects-- good level design, good music, and good sound effects. Whether you’re running through the rocky jungle under the starry night, invading an enemy base, or blasting your way through the alien’s lair, there’s always a rock’n musical score behind you. And behind that are sound effects that fit perfectly with the game. These combinations of design choices would continue to bear Konami’s unmistakable touch in many of their future release throughout the lifespan of the NES.
I think it's safe to say that Contra set a standard for what a side-scrolling run ‘n gun action game should be. This game means serious biz as soon as you start the first stage and keeps its momentum until the end credits. It’s easy to pick up and play, but challenging to beat (without using the Konami code anyway). You can find it most easily on the Virtual Console for 500 points on the Wii. Or if you want to go really old school, the original NES cartridges are still easy to find for a decent price. The various gameplay elements all come together to form a game that leaves a lasting impression on anyone old enough to remember the action movies of the 80’s and 90’s. There are no health bars, save points, or fancy cinematic interruptions for the sake of story exposition. Just good 'ol Contra action and Konami quality.
Originally posted on .com
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