Contra

Screenshots1 / 4

A horizontal scrolling jungle level displays two armed soldiers standing on green platform terrain amid dense brown and green foliage. Multiple rows of gray stone blocks form the landscape structure, with a blue water area visible at the bottom. Tall green palm trees line the upper background, creating a layered parallax effect. The sprite-based graphics use a limited NES-era color palette with distinct pixelated character and environmental elements rendered at low resolution.

Contra

魂斗罗

4.4 (1.9K)
NES Action 966 plays

Contra is a side-scrolling action game developed by Konami in 1988. Players control commandos fighting through jungle and alien-infested environments. The gameplay emphasizes constant movement and gunfire, requiring players to dodge enemy attacks while maintaining offensive pressure. The run-and-gun mechanic allows players to move horizontally, jump, and shoot in eight directions. Power-ups appear throughout levels—including the Spread Gun, Rapid Fire, and Laser—providing tactical variety. The game supports two-player cooperative gameplay, letting friends tackle the campaign together. Eight progressively difficult levels feature varied environments and enemy types. Contra demands precise timing and pattern recognition, rewarding players who master the mechanics and anticipate enemy patterns. Its responsive controls and intense action made it a significant arcade port for the NES.

Developer
Released
Platform
NES
Genre
Action
Players
2P
Rating
4.4 / 5 (1.9K)
Last updated

About Contra

Contra arrived on the NES in 1988, roughly three years into the console's North American lifecycle, at a moment when the platform had already proven itself capable of delivering arcade-quality experiences at home. Konami had built a reputation for faithful and technically impressive NES ports, and Contra — originally a 1987 coin-operated arcade game — was no exception. The NES version made deliberate concessions to the hardware while adding exclusive content, including two additional stages not present in the arcade release, giving home players a reason to engage with the port on its own terms rather than simply as a substitute for the cabinet.

The game casts two commandos, Bill Rizer and Lance Bean, against a terrorist organization called Red Falcon on a jungle island. Players move through eight stages that alternate between two distinct perspectives: a side-scrolling view used for the majority of levels, and a behind-the-back, pseudo-3D perspective used for the base-infiltration stages. In the side-scrolling stages, players run, jump, and shoot in eight directions, including diagonally and straight up. The behind-the-back stages require players to navigate toward the screen while shooting at enemies and destroying a core structure to advance. This variety in camera angle was a meaningful structural choice that kept the pacing from becoming monotonous across the game's roughly 30-minute runtime.

The control scheme is tight and responsive. The B button fires the active weapon, and holding it down enables continuous fire. The A button jumps, and pressing down while jumping causes the player character to drop through certain platforms. Pressing up and B fires upward, while pressing diagonally aims the shot at an angle — a degree of directional freedom that was not universal in action games of the era. Players can also press down while standing to go prone, reducing their hitbox and allowing them to fire at ground level.

Weapon pickups are central to the experience. Enemies and certain destructible objects drop flashing icons that grant access to firearms beyond the default rifle. The Spread Gun, which fires five bullets in a fan pattern, is the most sought-after upgrade and fundamentally changes how players approach dense enemy formations. The Laser offers high damage in a straight line, the Fireball travels in a wave pattern, and the Machine Gun increases the rate of fire. Losing a life causes the player to revert to the standard rifle, which creates a meaningful risk-reward tension around staying alive while powered up.

Contra supports simultaneous two-player cooperative play, with each player controlling one of the two commandos independently. This cooperative mode became one of the game's defining characteristics, as players could coordinate to cover different angles or revive the momentum of a struggling partner by drawing enemy fire. The game's difficulty is steep — each character has a fixed number of lives and a single-hit death mechanic — and cooperative play offered a practical advantage alongside the social dimension.

In its era, Contra was recognized as a technically accomplished NES title. The scrolling was smooth, the sprite work was detailed for the hardware, and the soundtrack by Hidenori Maezawa and Kazuki Muraoka delivered driving, energetic compositions that matched the game's relentless pace. The game became a touchstone for the run-and-gun genre on home consoles and introduced many players to the concept of a cooperative action game built around shared attrition and resource management.

What makes it special

Contra is one of the earliest NES games to make simultaneous two-player cooperative play a core design pillar rather than an afterthought, structuring its difficulty and pacing around the assumption that two players might share the screen. It is also the game most commonly associated with the Konami Code — entering Up, Up, Down, Down, Left, Right, Left, Right, B, A on the title screen grants 30 lives, a cheat that became one of the most recognized input sequences in gaming history and entered mainstream popular culture well beyond the medium itself.

Pro tips

  • Prioritize grabbing the Spread Gun (S icon) whenever it appears — it covers wide angles and makes boss fights significantly more manageable.
  • In two-player mode, position yourselves on opposite sides of the screen during boss encounters to split enemy fire and reduce the chance both players die simultaneously.
  • Learn to go prone (press Down) during dense enemy waves in side-scrolling stages to shrink your hitbox and avoid bullets that travel at mid-body height.
  • In the behind-the-back base stages, destroy the turrets on the outer walls before moving toward the core — they deal heavy damage if left active.
  • Memorize the first two side-scrolling stages before attempting a full run; enemy spawn positions are fixed, and anticipating them is the key to conserving lives early.

Contra Controls — NES Keyboard Keys

Default keyboard bindings for Contra on our in-browser NES emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
D-Pad Up Move up
D-Pad Down Move down
D-Pad Left Move left
D-Pad Right Move right
X A Primary action (jump / confirm)
Z B Secondary action (attack / cancel)
Enter Start Start / Pause
Shift Select Select / Mode

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Contra Longplay & Gameplay Videos

Watch a full playthrough of Contra on NES before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Contra" NES longplay 1988

Contra Cheat Codes

30 community-curated cheats for Contra. Tick any to activate them automatically when you click "Play with cheats" — or copy a code into your own emulator.

  • Infinite Lives P1

    0032:020032:09
  • Infinite Lives P2

    0033:020033:09
  • Invincibility P1

    0090:01
  • Infinite Lives

    SZUSOPVISLUSOPVISLAIUZ +1
  • Invincibility

    SXNVZPAXSXKVPZAX
  • P1 & P2 Invincible

    NNXIALAE
  • P1 Infinite Lives

    0032:0F
  • P2 Infinite Lives

    0033:0F
  • P1 Have Weapon Modifier

    00AA:00
  • P2 Have Weapon Modifier

    00AB:00
  • P1 Invincible

    00B0:01
  • P2 Invincible

    00B1:01
Show 18 more cheats
  • Kill Any Enemy Or Boss With One Hit, Any Weapon

    057D:01+057E:01+057F:01+0580:01+0581:01+0582:01+0583:01+0584:01+0585:01+0586:01+0587:01+0588:01+0589:01+05F5:01+05C7:01
  • Enable Level Select

    AIOGZPEY
  • Keep weapons after losing life

    GXIIUX
  • Enemies will ignore you

    SLTIYG
  • Get Machine Gun after dying

    PEIIXZ
  • Get Fire Gun after dying

    ZEIIXZ
  • Get Spray Gun after dying

    LEIIXZ
  • Totally Invincible P1

    00AE:41
  • Enable 30 Lives Option

    0024:01
  • Weapon Modifier P2

    00AB:00
  • Start New Life With Fireball Gun

    ZEIIXZ
  • When You Die You Get An Extra Life

    NYAIUZ
  • Tons Of Points For Shooting Enemies

    SXZGYK
  • 1st Boss Harder To Kill

    EPTILE
  • When The Bridge Explodes, You Can Still Walk On It

    EOGKPN
  • Weapon Capsules Fly By Slower

    OIGEAU
  • Bullets Will Travel Thru Weaker Enemies

    KOYVAL
  • Your Bullets Will Auto-Hit Any Enemy

    KOYTAK
Play Now

External references

Frequently Asked Questions

When was Contra released?

Contra was released in 1988 for the NES.

Who developed Contra?

Contra was developed by Konami, available to play in your browser on RetroGameSpace.

How many players does Contra support?

Contra supports up to 2 players, ideal for couch co-op or competitive sessions on the NES.

What type of game is Contra?

Contra is a Action game for the NES, playable instantly in your browser — no downloads, no installs.

How can I play Contra for free?

Open this page and click "Play Now" — Contra runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Contra in the browser?

No. Contra streams from a public archive into a browser-side NES emulator. Nothing is installed on your computer.

Can I save my progress in Contra?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original NES cartridge supported.

Does Contra work on mobile devices?

Yes — the NES emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Contra this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Contra. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does it take to beat Contra?

A complete run of all eight stages takes approximately 25 to 35 minutes for players who know the game. New players should expect to spend several sessions learning enemy patterns before reaching the final stage, as the single-hit death mechanic and limited continues make early progress slow.

Is Contra better played solo or with two players?

Two-player cooperative mode is the recommended way to experience Contra. The shared lives pool and ability to cover different screen positions make the game's steep difficulty more approachable, and the cooperative dynamic adds a social layer that solo play cannot replicate.

What is the most common mistake new players make?

New players frequently drop the Spread Gun in favor of other pickups out of curiosity. The Spread Gun is the strongest weapon in the game for most situations, and trading it for the Laser or Fireball — which have narrower coverage — often leads to unnecessary deaths in later stages.

Is Contra worth playing today?

Contra remains a tight, well-designed run-and-gun game with responsive controls and varied stage structure. Players comfortable with high difficulty and short, replayable experiences will find it holds up well. Those expecting modern checkpointing or difficulty options may find the single-hit death system frustrating without the 30-lives Konami Code assist.

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