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Contra (NES)

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If there's one NES game that perfectly captures the phrase "just one more try," it's Contra. Released in 1988 by Konami, this run-and-gun masterpiece is pure, unadulterated action from start to finish. The infamous "Code" lives in infamy, but the game itself? That's the real treasure.

Contra is simple in concept: you play as either Bill or Lance (or both, in co-op), two commandos sent to destroy the Red Falcon Organization's base in the Galuga archipelago. You run, you jump, you shoot everything that moves across seven stages of non-stop mayhem. That's it. No puzzles, no complicated systems—just reflexes, pattern recognition, and the occasional well-timed somersault.

The controls are tight and responsive. You move with the joystick, shoot with one button, jump with the other. When you jump, your character curls into a ball—a signature move that lets you navigate tight spaces and avoid fire. You can shoot in eight directions, including while jumping, which is crucial for survival. The weapon system is elegant: start with the default rifle, then collect power-ups from destroyed pillboxes or red guards. The Spread Gun is the holy grail—five bullets in a spread pattern that clears entire screens. The Laser punches through enemies, the Fireball corkscrews, and the Machine Gun rapid-fires. You'll die a lot before you get good enough to keep the Spread.

The level design is a masterclass in escalating challenge. Stage 1: jungle side-scroller, getting you used to jumping and shooting. Stage 2: the infamous 3D base stage—a timed run through corridors shooting generators. Stage 3: boss rush against a giant eyeball. Stage 4: vertical waterfall climb. Stage 5: another 3D base. Stage 6: the dual-head puzzle boss. Stage 7: final assault through snowfields and hangars to the alien lair. Each stage introduces new enemy types, new hazards, and new patterns to memorize. This is a game of learning through failure—and it's glorious.

The co-op experience is something special. Two players, one screen, chaos and coordination (or hilarious interference). My brother and I spent countless afternoons shouting at each other, accidentally shooting each other's backs, and finally beating that final boss together. The "Code" (↑↑↓↓←→←→BA) was the ultimate cheat—it gave you 30 lives and made the impossible possible, but even with it, you still had to be good.

The aesthetic is pure 80s Konami: detailed sprites, colorful backgrounds, and a soundtrack that's equal parts heroic and frantic. The music by Hidenori Maezawa and Kiyohiro Sada is instantly recognizable—from the title screen fanfare to the tense base infiltration themes. The sound effects are punchy: the rifle crack, the explosion, the alien screech.

Contra wasn't just popular—it was a phenomenon. The arcade version was a top-grossing cabinet. The NES port sold millions and is often cited as one of the best action games ever made. Its influence is everywhere: from modern shooters to co-op design to the very idea of "runnin' and gunnin'." The "Code" became a cultural touchstone, referenced in countless other games and media.

Is it fair? Absolutely not. You'll get hit by things you didn't see. You'll lose your power-up the moment you die (back to the default rifle). The 3D stages are brutal with their time limits. Some enemy placements feel cheap until you learn them. But that's the point—Contra doesn't hold your hand. It demands mastery, and the satisfaction of finally clearing a stage with the Spread Gun blazing is unmatched.

If you've never played Contra, you're missing a cornerstone of gaming history. It's loud, chaotic, and brutally rewarding. It's the game that made "up, up, down, down, left, right, left, right, B, A" famous, but more importantly, it's the game that taught us that two players are better than one. Grab a friend, enter the code, and go destroy Red Falcon. The jungle awaits.

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