CON adventure archiveContraGUIDES
Contra / Basics

Build a safe firing rhythm

Practice aiming, jumping and stopping before the jungle becomes crowded.

Edition covered

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.

Aim before moving into danger

Original jungle opening scenery.
Original jungle opening scenery.

A jumps and B shoots in the original NES controls. The directional pad changes both movement and firing direction, allowing attacks straight ahead, upward and along diagonals. Test the angles near the start before trying them during a difficult jump. Keep a route clear with fire, then advance when the nearest bullet and enemy have been accounted for; a moving attack is useful only if the landing survives.

Learn when to crouch and when to jump

Crouching lowers the player and can let a horizontal shot pass overhead. Jumping creates different firing angles but also commits the player to a landing. Choose between those responses based on the projectile in front of you, rather than using one response for every threat. A single ordinary hit loses a life, so being deliberate about a stationary gun is often safer than rushing straight into it.

Repeat the opening as a short drill

Use the jungle to practice defeating an enemy before crossing its position. Learn one bridge, gun emplacement or pickup carrier at a time, then connect the sections. When a failure occurs, identify the missed cue rather than simply repeating the same speed. If playing cooperatively, let both players finish the drill before pushing the screen forward so the second player has room to make the same safe landing.

FIELD NOTE

Shooting ahead is useful; the closest projectile still deserves your attention.

Picture details

Game artwork belongs to its respective rights holders.

References