A Look Back at Contra (1988)

Welcome back retro gaming fans and readers!

Today, we will go back to the late 1980s to examine one of the most significant console games of the decade…Konami’s Contra. To put things in perspective, Contra started in the arcades in 1987 and went on to become a big hit. Konami went on to make a version of the game for Nintendo Entertainment System (NES) in the West and the Family Computer (Famicom) in Japan that resulted in different looking graphics (both artistically and technically), reworked stages, and different and extended level designs that were done within the consoles’ limitations. In short, the home version of Contra was pretty different from the arcade version but still was made to be fun and exciting on its own.

In my personal experience, my discovery of Contra has always been on the Famicom and some time later on the NES. For this retro review, I replayed Contra (both Famicom and NES versions) via the Contra Anniversary Collection on my Xbox Series X.

With those details laid down, here is a look back at Contra, developed and published by Konami for the NES and Famicom in 1988. The NES version was released one week ahead of the Famicom version in February 1988.

The start screen of the NES version of Contra. The commando with dark hair was deliberately made to resemble Sylvester Stallone somewhat.

Game concept

In the far future, an alien army from space – Red Falcon – arrived on Earth inside a meteorite that landed on the Galuga archipelago. There, Red Falcon established an extensive high-tech base for their operations and eventually brainwashed a local human army to do what they want. Red Falcon plots to wipe out human civilization on the planet.

With the information about Red Falcon collected, the Earth Marine Corps send Contra unit members Bill Rizer and Lance Bean to the island to destroy the opposition and find out what Red Falcon has been doing…

Gameplay and quality

Contra is an action-packed 2D side-scrolling game with strong sci-fi and military influences.

To begin with, Contra of 1988 was made to be a nicely-paced, action-packed, side-scrolling adventure game that has some 3D-like levels in between. The game design and levels Konami came up with was done to immerse gamers into actual participation in the military campaign against the aliens and their brainwashed human soldiers. This campaign not only includes battles through the forest of the Galuga archipelago but also through the interiors of Red Falcon’s high-tech facilities, going up an elevated location with waterfalls, the snowy area and further deep into the rest of the enemy’s mechanical base.

For the most part, you play as a commando armed with a rifle with unlimited ammunition. As you shoot enemies and make your way through the 2D side-scrolling level, there will be the occasional flying capsules that you can shoot down to gain new weapons/ammunition (S for Spread Shot, M for Machine Gun, L for Laser) or some power-up (temporary invincibility or the rare ability to eliminate all enemies present on-screen) to help yourself as the wave of opposition from Red Falcon is relentless (which is reason enough to compel you to keep progressing and fighting). There are also times when the mentioned enhancements suddenly pop out after killing an enemy.

To prevent the game from getting too old with side-scrolling, Konami implemented these stages in which players face the front to attack enemies, overcome obstacles and move forward with 3D-like effects going into the next place.

By default, this game is brutally hard. Not only do the enemies keep appearing (with some of their teammates being strategically placed to fire at you), the obstacles will compel you to take your time overcoming them. In this game, one-hit death is the norm and there are many moments in which falling to your death becomes a huge risk. You get hit, you not only lose one life, you will lose whatever powerful weapons you gained.

There are also stage bosses (powerful enemies that await you at the end of a level) that will challenge you so much, you will have to adjust your strategy, pay attention to the movements and timing of the enemy, and then adjust your way fighting.

Only the Famicom version of Contra has this sequence.
I really love the sci-fi elements the game developers came up with for this classic game. There are lots of high-tech stuff to see here and this robotic enemy is just one of them.

Fortunately for us players, the controls are really tight and very responsive. You can move your characters to overcome obstacles, avoid getting hit by enemies and even move down from one platform if the space below is safer. I still remember how precise and responsive the controls were on the NES and Famicom versions, and I can say that all the responsiveness made it on the Xbox controller when I replayed Contra on Xbox Series X with the Contra Anniversary Collection I downloaded. In fact, the high precision of the controls added to the fun of shooting enemies or obstacles with the Spread Shot while moving to the right as it was meant to be.

Considering the intense difficulty of the game, players who do the famous Konami Code (Up, Up, Down, Down, Left, Right, Left, Right, B, A, and Start) will be reward with 30 lives when they start playing Contra. For Xbox gamers reading this, there is a slight difference with the Konami Code when playing Contra on Xbox consoles.

Apart from shooting, there are lots of platform gaming elements to experience here. The difficulty is very brutal and the famous Konami Code will grant you 30 lives when you do the code correctly.
This cut-scene is only available in the Famicom version.

With regards to game design, the Konami developers did a really fine job creating the levels, placing the challenges and setting up memorable boss battles for action/adventure-hungry gamers to indulge in. The developers also cleverly implemented the fictional/fantasy concepts into the game design which resulted in me getting immersed in the Contra team’s mission against the Red Falcon at their secret base.

Another highlight with playing Contra is the 2-player option and the above-mentioned Konami Code added to the fun and accessibility of. I still remember the old days of playing in a 2-player session (cooperative play essentially) of Contra at a friend’s house on a Famicom. Since my friends and I were already enthusiasts of 1980s Hollywood action movies, playing Contra was enjoyable even though the difficulty was brutal.

This is one of the touch stage bosses you will encounter in the game.

If there are any notable differences between the two versions of Contra of 1988, it would be the fact that the Japanese (Famicom) version has storytelling emphasized through cutscenes (with Japanese text displayed), a technical overview of the Red Falcon base at Galuga with maps displayed before you start a new level, in-game art, an additional scene that spiced up the ending and, most notably, more background/environmental animation. The additional animation on the Famicom version made the adventuring look and feel more lively and this is most evident in the final stage (lair of the alien).

Conclusion

The Japanese cover art of Contra on Famicom. The Rambo-like character and the alien egg are obvious inspirations from Hollywood action movies of the 1980s.

There is no doubt in my view that after all the decades that passed since I first played it, Contra (1988) is still very engaging and a lot of fun to play whether you choose the Famicom version or the NES version. The developers who made this game succeeding in making something very enjoyable for millions of gamers and it is very clear that the makers were inspired by Hollywood action movies of the decade. In my view, the most obvious military inspirations are Aliens (1986), Commando (1985) and Rambo: First Blood Part II (1985).

Historically speaking, Contra (1988) was released at a time when militarism inspired many other game designers to come up with enjoyable games in different forms such as Cabal, Jackal, Rush’n Attack, Operation Wolf, Operation Thunderbolt to name some. Considering the overall quality and high fun factor Konami established, it is safe to say that this game is one of the finest among its militaristic gaming counterparts of its decade.

I had a grand time replaying Contra (1988) on my Xbox Series X in preparation for this review. Having played both NES and Famicom versions, I can say that the latter is the more complete and more immersive version to play. That does not necessarily mean the NES version is totally inferior. In fact, the NES version is more straightforward with the pick-up-and-play approach, and the gameplay itself is nearly identical (note: Famicom version is slightly more challenging) and very much fun to experience. If you are the player who really wants to be more immersed into the lore of Contra and absorb the military sci-fi concept Konami prepared, then the Famicom version is the one to play. That being said, now is a good time to purchase and download Contra Anniversary Collection.

Overall, Contra (1988) is highly recommended! It truly is a retro gaming gem!

+++++

Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco

A Look Back at G.I. Joe: A Real American Hero #1 (1982)

Welcome back superhero enthusiasts, 1980s culture enthusiasts and comic book collectors! Today we go back to the early 1980s to explore Marvel Comics’ launch of a comic book series based on the wildly popular military-themed franchise of toys – G.I. Joe: A Real American Hero.

For the newcomers reading this, Hasbro launched the G.I. Joe: A Real American Hero toyline in 1982 which was actually a revival of the original G.I. Joe series of toys (sized 12 inches) in the 1960s and 1970s. G.I. Joe: A Real American Hero toys had a new format for its action figures influenced by the success of the Micronauts and Star Wars toys. Veteran writer Larry Hama (the same guy behind the memorable Wolverine #75 of 1993) was already working for Marvel and was developing the concept of a new comic book about elite commandos fighting terrorists. Such development happened before the 1982 relaunch of G.I. Joe, and eventually Marvel’s editor-in-chief Jim Shooter approached Hama for a new comic book project based on Hasbro’s military toyline. Eventually a series of developments followed that saw the creation of the evil organization Cobra, the core villain Cobra Commander and more.

The impact of G.I. Joe as a licensed comic book series turned out positively as it helped attract new readers at the newsstands and it developed a strong following with young readers who were not highly interested with superheroes.  

With those details laid down, here is a look back at G.I. Joe: A Real American Hero published in 1982 by Marvel Comics with the main story written by Larry Hama and drawn by Herb Trimpe.

The cover.

Early story

The story begins with an Amtrak train traveling between New York City and Washington, D.C. Inside the nuclear physicist Dr. Adele Burkhart who previously served as one of the brains behind the Doomsday Project. It turns out, Burkhart was declared a traitor for denouncing the military claiming that she was misled by them to work on the said project. Inside the train, she has several security personnel guarding her as she is on her way to testify in front of a certain congressional committee.

As she speaks during a press conference inside one of the train’s cars, several flying soldiers of Cobra attacked the exterior of the train. In front of Burkhart, a few of the journalists turned out to be elements of Cobra led by the Baroness. The Baroness and her companions succeed in defeating the bodyguards and kidnapped Burkhart by means of flight.

At the Pentagon, the kidnapping of Burkhart compels the military to call in their special counter-terrorist group called G.I. Joe for a rescue operation. The stakes are high as they know that they cannot let Cobra keep Burkhart long enough to use her and they cannot let her die as the whole world is aware that they considered her an embarrassment. They ordered Colonel Clayton Abernathy (code name: Hawk) to assemble the Joe Team composed of Clutch, Flash, Breaker, Rock ‘n Roll, Scarlett, Stalker, Short-Fuse and Snake-Eyes…

Quality

Dr. Burkhart held hostage by Cobra and in the presence of Cobra Commander, the Baroness and many terrorists.

To get straight to the point, the main story (Operation: Lady Doomsday) was carefully structured by Hama to tell a story engagingly while also functioning to introduce readers to the characters and immersing them into the illustrated literary universe of G.I. Joe that is noticeably separated from the popular cartoon series. It is a classic portrayal of good versus evil laced with militarism and espionage.

The story moved at a medium pace and the approach on build-up and pay-off was executed carefully. There were scenes that had a sufficient amount of details regarding the plot or character moments (as opposed to development) that made the reading experience immersive. In short, there was no rush in the narrative while the pace never slowed down to a halt (no boring moments).

That being said, you will get to see lots of scenes that focus on the side of G.I. Joe as well as on the side of Cobra which is led by Cobra Commander (who is obsessed and scheming) followed by the Baroness (who is more focused on achieving goals but cannot do so without authority). You will see a certain gap between Cobra Commander and the Baroness which shows something seems off within their terrorist organization. This served as a creative contrast with G.I. Joe being more straightforward with the way they organize themselves.

The only weakness this comic book has is the fact that with so many characters from both the good and the bad sides, identifying them was pretty challenging especially when their military uniforms obscured their looks. Characters like Cobra Commander, Snake-Eyes, Scarlett, Rock ‘n Roll, Stalker and the Baroness are instantly recognizable.

As the main story remains a really good read, the 2nd story (Hot Potato) also written by Hama but drawn by Perlin served as a nice additive to this comic book.

Conclusion

G.I. Joe starts getting ready for the high-stakes rescue mission.

G.I. Joe: A Real American Hero (1982) is indeed a very solid reading experience. This is a strong introduction of the literary version of G.I. Joe and its portrayal of good versus evil remains believable and compelling. I also enjoyed the way the creators balanced the build-up of tension, plot and character moments with spectacle or twists utilized as pay-off. Lastly, I should say that this comic book has lots of action for you to enjoy and the execution of the action scenes made sense within the context of the stories. Remember that this marked the beginning of a memorable long run of G.I. Joe comics that reached into the 1990s. This one is a true classic and it should remind you that there was a time when political correctness and wokeness did not get in America’s way of fighting terrorists.

Overall, G.I. Joe: A Real American Hero (1982) is highly recommended!

+++++

Thank you for reading. If you find this article engaging, please click the like button below, share this article to others and also please consider making a donation to support my publishing. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me with a private message. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me on Twitter at  @HavenorFantasy as well as on Tumblr at https://carlocarrasco.tumblr.com/ and on Instagram at https://www.instagram.com/authorcarlocarrasco