Contra 1987

Contra 1987

魂斗罗:1987

4.9 (5.6K)
Arcade Action 941 plays

Contra is a side-scrolling action shooter developed by Konami in 1987. Players control elite commandos navigating hostile environments and eliminating waves of enemies with gunfire. The game uses a joystick for movement and jumping, with a dedicated fire button for continuous shooting. Power-ups scattered throughout levels grant temporary weapons including spread shot, homing missiles, and rapid fire, which players must use strategically. The campaign spans eight distinct stages with varying terrain—from military base infiltration to alien spacecraft—each scrolling vertically or horizontally. Two-player cooperative mode allows simultaneous gameplay with both players sharing the screen. Contra challenges players through steep difficulty, demanding precise timing and memorization of enemy patterns. Each stage requires learning attack patterns and weapon combinations to progress, testing both reflexes and tactical awareness.

Developer
Released
Platform
Arcade
Genre
Action
Players
2P
Rating
4.9 / 5 (5.6K)
Last updated

About Contra 1987

Contra arrived in Konami's arcade lineup in 1987, a period when the arcade market was dominated by shooters and action titles pushing the limits of available hardware. Konami had already established itself as a powerhouse with titles like Gradius and Track & Field, and Contra represented the company's bold attempt to translate the kinetic energy of contemporary action cinema — particularly the muscle-bound, gun-blazing aesthetic of mid-1980s Hollywood — into an interactive format. The game dropped players into a jungle warzone with almost no preamble, trusting the spectacle of its visuals and the immediacy of its gunfire to communicate everything necessary.

The arcade cabinet supported simultaneous two-player cooperative play, a feature that immediately distinguished Contra from the majority of its contemporaries, which either offered alternating play or no co-op at all. Player one controlled Bill Rizer and player two controlled Lance Bean, though in practice the characters were functionally identical — the distinction was cosmetic. Both players shared the screen, which scrolled horizontally across most stages, and the cooperative dynamic created a fundamentally different social experience at the arcade: strangers could team up, cover each other, and share the burden of the game's relentless enemy waves.

Control was handled via an eight-way joystick and two buttons — one for jumping and one for firing. The firing system was notably flexible for its time: players could shoot in eight directions, including diagonally and straight upward, and could also fire while jumping. Holding the joystick down while standing allowed the player to shoot low, useful for hitting prone enemies or targeting specific weak points. The game's stages alternated between side-scrolling jungle and base environments and overhead-perspective "3D" stages that simulated depth by scrolling toward the player, requiring navigation through a field of obstacles and enemies. These overhead stages broke up the pacing and demanded a different spatial awareness than the side-scrolling sections.

Enemy soldiers appeared in large numbers and moved aggressively, and the game's bosses — typically large mechanical fortifications or alien-influenced structures — required players to identify and destroy specific glowing core components while managing the hazards surrounding them. A single hit from any enemy projectile or environmental hazard resulted in the loss of one life, giving the game a punishing difficulty curve that was standard for arcade design of the era, where the business model depended on players feeding coins into the machine. Weapon pickups, dropped by certain enemies or found in item capsules, offered upgrades including spread shots, laser beams, and rapid-fire options that dramatically increased a player's offensive capability and survivability.

The game's visual presentation was striking for 1987, with large, detailed sprites and backgrounds that conveyed a sense of scale and danger. The soundtrack, composed by Konami's internal sound team, delivered driving, percussive music that matched the on-screen intensity. Contra was received enthusiastically in arcades, appreciated for its cooperative design, its responsive controls, and the sheer density of action it delivered per credit. It established a template for run-and-gun action games that would prove enormously influential in the years that followed, particularly when Konami adapted the game for home platforms.

What makes it special

Contra's simultaneous two-player cooperative mode was a genuine design innovation for a run-and-gun action game in 1987. Rather than the alternating-turn co-op common at the time, both players occupied the same scrolling screen at once, forcing real-time coordination and creating emergent moments of teamwork and friendly chaos. This design choice, combined with the game's eight-directional aiming system — rare in action games of the period — gave Contra a mechanical depth that rewarded practiced players while remaining immediately accessible to newcomers dropping in a coin.

Pro tips

  • Prioritize collecting the Spread Gun whenever it appears — it covers a wide arc and is the most effective weapon against both crowds and bosses.
  • In the overhead 3D stages, move in deliberate lateral steps rather than running straight forward; this lets you dodge incoming fire while maintaining forward progress.
  • When fighting base bosses, identify the glowing core component immediately and focus all fire on it while staying mobile to avoid the surrounding turret patterns.
  • Playing cooperatively, designate one player to focus on ground-level threats and one to handle aerial enemies — splitting responsibilities dramatically improves survival time.
  • Never stand still; constant movement is the single most effective way to avoid the dense enemy fire patterns throughout all stage types.

Contra 1987 Controls — Arcade Keyboard Keys

Default keyboard bindings for Contra 1987 on our in-browser Arcade 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
Joystick Up Move up
Joystick Down Move down
Joystick Left Move left
Joystick Right Move right
X Button 1 Primary action (jump / confirm)
Z Button 2 Secondary action (attack / cancel)
S Button 3 Tertiary action
A Button 4 Quaternary action
Q Button 5 Fifth button
W Button 6 Sixth button
5 Insert Coin Insert coin
1 1P Start Start / Pause

Coin and Start are convention "Insert Coin: 5" and "1P Start: 1". Some arcade boards expect specific button mappings — check the in-game prompts on coin-up.

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

Contra 1987 Longplay & Gameplay Videos

Watch a full playthrough of Contra 1987 on Arcade before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Contra 1987" Arcade longplay 1987

External references

Frequently Asked Questions

When was Contra 1987 released?

Contra 1987 was released in 1987 for the Arcade.

Who developed Contra 1987?

Contra 1987 was developed by Konami, available to play in your browser on RetroGameSpace.

How many players does Contra 1987 support?

Contra 1987 supports up to 2 players, ideal for couch co-op or competitive sessions on the Arcade.

What type of game is Contra 1987?

Contra 1987 is a Action game for the Arcade, playable instantly in your browser — no downloads, no installs.

How can I play Contra 1987 for free?

Open this page and click "Play Now" — Contra 1987 runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Contra 1987 in the browser?

No. Contra 1987 streams from a public archive into a browser-side Arcade emulator. Nothing is installed on your computer.

Can I save my progress in Contra 1987?

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

Does Contra 1987 work on mobile devices?

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

Is it legal to play Contra 1987 this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Contra 1987. 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 a full run of Contra take to complete?

A full run through all eight stages takes roughly 20 to 30 minutes for experienced players. The game is short by design, as arcade titles were built for repeated credit-fed sessions rather than extended single-play sessions.

Is Contra better played solo or with two players?

Two-player cooperative is the intended and more rewarding experience. A second player provides additional firepower, can revive momentum after one player loses a life, and makes the game's intense enemy waves significantly more manageable. Solo play is viable but considerably harder.

What is the most common mistake new players make?

New players tend to stand still while shooting, which is almost always fatal given the volume of enemy fire. Constant movement, even while firing, is essential. New players also frequently ignore weapon pickups or lose upgraded weapons carelessly by dying in avoidable situations.

Is the arcade version worth playing today compared to the home ports?

Yes. The arcade original has sharper visuals, more fluid animation, and the authentic cabinet experience. The NES port is more widely accessible and added the famous 30-lives code, but the arcade version represents the game as Konami originally designed and balanced it.

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