In 1987, Konami released a coin-operated arcade cabinet called Contra. It was a run-and-gun shooter starring two commando soldiers — Bill Rizer and Lance Bean — fighting an alien invasion through jungles, bases, and waterfalls. It was brutally difficult, visually spectacular for its time, and immediately popular. When it came to the NES in 1988, it became something more: a legend.
This is the full story of Contra — where it came from, the design secrets that made it feel unlike anything before it, the famous code that gave millions of players a fighting chance, and why it remains one of the most beloved games ever made.
Contra's origins are rooted in the mid-1980s action movie explosion. The game's visual design draws unmistakably from Predator (1987), Aliens (1986), and Rambo (1985) — two muscled soldiers, an alien threat, a jungle setting. Konami's designers were explicitly channeling Arnold Schwarzenegger and Sylvester Stallone. In some regional releases, Bill and Lance were given character art that resembled both actors closely enough to avoid in the Japanese market.
The name "Contra" itself refers to the Nicaraguan Contras — the U.S.-backed rebel group prominent in 1980s geopolitical news. The game shipped with minimal explanation, relying entirely on its action-movie aesthetics to communicate what it was about. It didn't need more than that.
What separated Contra from other shooters of its era was a combination of elements that felt fresh even in the crowded arcade market of the late 1980s.
The spread gun. Most NES shooters gave players a single forward-firing weapon. Contra had five weapon types — but the Spread Gun, which fires five bullets simultaneously in a fan pattern, became iconic. Finding a Spread Gun capsule felt like winning the lottery. Losing it to a single enemy hit felt like a genuine tragedy. No weapon in NES history has been mourned more.
The perspective shifts. Contra didn't just scroll left to right. It had side-scrolling jungle stages, top-down base infiltration levels, and — most dramatically — pseudo-3D "base stages" where players ran toward the screen shooting enemies head-on. These perspective changes kept each stage feeling genuinely different, something few games of the era attempted.
Two-player simultaneous co-op. While other games took turns, Contra let two players fight through the entire game at the same time. This created a chaotic, collaborative dynamic that made it one of the defining couch co-op experiences on the NES. The game was significantly harder with two players (more enemies, smaller margins for error), but also significantly more fun.
The NES version of Contra gave players three lives. The game was designed for arcade difficulty — one hit, you die. Three lives, in most stages, lasted roughly two minutes. Completing the game was genuinely hard.
Then someone discovered the code. On the title screen: ↑ ↑ ↓ ↓ ← → ← → B A Start. Thirty lives. The game became survivable.
The sequence was created by Konami programmer Kazuhisa Hashimoto in 1986 for Gradius on the NES — as a personal cheat code for testing. He forgot to remove it before shipping. The code worked in Gradius, then was reused in Contra, then spread by word of mouth through schoolyards before the internet existed. Gaming magazines published it. Friends shared it. An entire generation learned to recite it by heart.
Today, "the Konami Code" is recognized far beyond gaming. It appears in websites (Buzzfeed, ESPN, Gmail at one point), film references, and cultural shorthand for "secret cheat code." Hashimoto's forgotten debug tool became one of the most famous sequences in entertainment history.
Most arcade-to-NES ports of the era were compromised — inferior graphics, missing stages, reduced enemy counts. Contra was different. The NES version added two new stages not in the arcade original. The music, composed by Konami's in-house team, was widely considered superior to the arcade soundtrack. The gameplay felt tighter and more refined.
This was partly intentional. Konami's NES development team treated ports as opportunities to improve rather than simply translate. The result was an NES game that many players who experienced both versions genuinely preferred to the arcade original — an extraordinarily rare outcome.
Super Contra followed in arcades in 1988. Contra III: The Alien Wars (1992) on the SNES was widely praised as the finest entry in the series. Contra: Hard Corps (1994) on the Sega Genesis introduced branching paths and multiple playable characters. Contra: Shattered Soldier (2002) on the PS2 returned the series to its roots with a hardcore challenge that dedicated fans celebrated.
The games that Contra influenced are innumerable. The run-and-gun genre — from Metal Slug to Cuphead — traces its lineage directly to Konami's 1987 arcade cabinet. The design philosophy (fast movement, pattern-based enemies, power-up drops, co-op play) became a template.
But the original NES Contra remains the touchstone. It's the game that proved Nintendo's hardware could deliver arcade-quality action. It's the game that defined co-op play for a generation. It's the game that gave the world the Konami Code. Forty years on, it still hits different.
Contra is available to play for free on ArcadeUnlocked's NES library. The Konami Code still works. No quarters required.