Finish the alien assault
Connect the learned stages and preserve safe movement through the late route.
Original 1988 North American NES Contra. The 1987 arcade game has a different stage structure; Japanese Famicom presentation and PAL Probotector character replacements are outside this guide.
Connect all eight stage types

The NES route is Jungle, Base 1, Waterfall, Base 2, Snow Field, Energy Zone, Hangar and Alien’s Lair. Learn them in manageable segments rather than assuming that mastering the jungle means the industrial stages will be automatic. The two base stages interrupt the side-view pace, while the waterfall asks for vertical movement. A reliable clear connects these different skills without losing attention whenever the format changes.
Carry survival habits into the industrial stages
The Energy Zone and Hangar add hazards whose timing is as important as ordinary enemy aim. Observe the safe interval before passing a flame jet or committing to a narrow platform. Keep the weapon that gives you dependable coverage, but let positioning take priority over uninterrupted firing. If two players are together, agree on the advance so that one player does not force the other into an active hazard.
Treat the alien lair as the last full stage
The final area contains threats before the last target, so reserve attention for the approach as well as the ending encounter. Fire into vulnerable targets while avoiding the creatures and projectiles that can cut off a safe position. Defeating the final alien heart completes the original NES run. The game then offers another loop with greater pressure; completing the first loop is a clear milestone on its own.
A first-loop clear is the goal here; repeated loops are an additional challenge.
Picture details
Game artwork belongs to its respective rights holders.
