data/claims/contra-history.yamlContra (history and reception)
Game: Contra.
Konami introduced the arcade Contra to US operators in Play Meter's April 1987 issue, as a two-player dedicated upright with buy-in and continuation features. An operator's column in the same issue had it on test for some weeks and doing well. contra-history/release-arcade-na
printed p. 138, ContraKonami introduces Contra, a two-player interactive dedicated upright with buy-in and continuation features.Play Meter, vol. 13 no. 4 (April 1987) · printed p. 118, Konami ContraI've had this game out on test for the past few weeks and it's doing well.Checked by a second AI model, 2026-11-06.Neither page gives a release date. The column's writer adds that Konami's Frank Pellegrini told him early cabinets had a dark monitor plexi, later replaced by a lighter one.
Cited by: Contra
In Japan the arcade game was sold as 魂斗羅 (Contra). Game Machine's chart of 1 May 1987 has it 16th among table video games, with a rating of 5.26. contra-history/release-arcade-japan
printed p. 25 (PDF p. 13), Game Machine's Best Hit Games 25, table videos — the Japanese is read on the page image; the text layer keeps only the English gloss16 魂斗羅(コントラ)(コナミ) 5.26Our translation16th: Contra (Konami), 5.26Game Machine, no. 307 (1 May 1987) · printed p. 25 (PDF p. 13), Game Machine's Best Hit Games 25, table videos — the chart's English gloss, "Contra [Gryzor] (Konami)"Contra(GryzorChecked by a second AI model, 2026-11-06.The chart ranks by operators' judgment of takings and popularity. Its previous-rank column reads 6, so the game was on the chart before this issue; no Japanese release date has been found.
Cited by: Contra
Konami released 魂斗羅 (Contra) for the Famicom in Japan on 9 February 1988, at 5,300 yen, by Famicom Tsushin's 19 February 1988 issue. contra-history/release-famicom-japan
printed p. 24 (PDF p. 24), 最新ゲーム徹底解剖, title card — read on the page image; the text layer is unreadable hereコナミ 2月9日発売 5300円Our translationKonami, on sale 9 February, 5,300 yenChecked by a second AI model, 2026-11-06.The card prints no year; the issue is dated 19 February 1988.
Cited by: Contra
Konami released Contra for the NES in North America in February 1988, by Nintendo of America's release list. Nintendo Power's first issue (July/August 1988) ran it under a "Now Playing" stamp. contra-history/release-nes-na
PDF p. 3 — the row reads Konami, February 1988ContraNintendo Power, issue 1 (July-August 1988) · p. 75 (image 78), Contra feature — a stamp on the title art, read on the page imageNOW PLAYINGElectronic Gaming Monthly, issue 100 (November 1997) · printed p. 129 (PDF p. 137), 45 ContraContra NES Konami, 1988Checked by a second AI model, 2026-11-06.Cited by: Contra
In the UK, Ocean sold home-computer versions as Gryzor, "the coin-op smash hit from Konami" in its advertising. Crash reviewed the Spectrum version (£7.95, written by P Owens and M Jones) in February 1988, and Zzap!64 the Commodore 64 one (£8.95 on cassette, £12.95 on disk) in June 1988. contra-history/release-gryzor
printed p. 22, GryzorProducer: OceanCrash, issue 49 (February 1988) · printed p. 22, GryzorRetail price: £7.95Crash, issue 49 (February 1988) · printed p. 22, GryzorAuthors: P Owens, M JonesZzap!64, issue 38 (June 1988) · printed p. 11, Gryzor — read on the page image; the text layer garbles the priceOcean, £8.95 cass, £12.95 diskZzap!64, issue 38 (June 1988) · PDF p. 24, Ocean advertisementThe coin-op smash hit from Konami now for your home-micro.Checked by a second AI model, 2026-11-06.The advertisement also lists Amstrad, Amiga, PC, and Atari ST versions. Both reviews give the home versions their own story: Lance Gryzor against the Durr invaders from the planet Suna.
Cited by: Contra
In the US NES manual, an object from space crashed into the Amazon basin in 1957; thirty years later, with tales of a being with an army of alien henchmen, two Special Forces commandos are sent to destroy the aliens. Their enemy is Red Falcon, who arrived on Earth thirty years before. The heroes are Lance, code name Scorpion, and Bill, code name Mad Dog. contra-history/premise
printed p. 4, Only the Strong SurviveIn 1957 a large object from outer space crashed into Earth's Amazon basinContra (NES) instruction manual, US · printed p. 4, Only the Strong SurviveNow, thirty years later, rumors of an evil force have swept into the Pentagon'sContra (NES) instruction manual, US · printed p. 4, Only the Strong Survivetwo of America's most cunning, courageous and ruthless soldiers from the Special Forces elite commando squad have been selected to seek out and destroy these alien intrudersContra (NES) instruction manual, US · printed p. 4, Only the Strong Survivetales from frightened villagers of a hideous being with an army of alien henchmenContra (NES) instruction manual, US · printed p. 4, Only the Strong SurviveYou re about to come face to face against Red Falcon, the cruelest life-form in the galaxy. He arrived on Earth thirty years agoContra (NES) instruction manual, US · printed p. 5, The Heroes — the text layer reads the two columns' headings across; Lance's column names Scorpion, Bill's Mad DogLANCE- BILL- CODE NAME CODE NAME SCORPION MAD DOGChecked by a second AI model, 2026-11-06.Cited by: Contra
The story differs between versions. Nintendo Power's first issue sets it in 2631, with a meteor landing on the Galga Islands; Famicom Tsushin's feature on the Famicom game sets it in 2633, with the Earth Marines sending Bill and Lance into the islands. The US manual sets it thirty years after a 1957 crash in the Amazon. contra-history/story-versions
p. 75 (image 78), Contra feature — read on the page imageThe year is 2631, and a mysterious meteor has landed on the Galga Islands in New Zealand.Famicom Tsushin, no. 43 (19 February 1988) · printed p. 24 (PDF p. 24), 魂斗羅, story — read on the page image西暦2633年Our translationthe year 2633Famicom Tsushin, no. 43 (19 February 1988) · printed p. 24 (PDF p. 24), 魂斗羅, story — read on the page image地球海兵隊は、エイリアン退治にビルとランスの2人をガルガ諸島の内部へと送ったのだった。Our translationThe Earth Marines sent the two, Bill and Lance, into the interior of the Galga Islands to deal with the aliens.Contra (NES) instruction manual, US · printed p. 4, Only the Strong SurviveIn 1957 a large object from outer space crashed into Earth's Amazon basinChecked by a second AI model, 2026-11-06.Nintendo Power places the Galga Islands in New Zealand; Famicom Tsushin gives no country.
Cited by: Contra
The NES game has eight defense zones, and destroying the sensor at the end of each opens the next; the last zone ends with Red Falcon's destruction. Zones 2 and 4 are played in 3-D, inside a Mayan temple turned into a base. The manual names the later zones Waterfall, Base 2, Snow Field, Energy Zone, Hangar Zone, and Alien's Lair. contra-history/structure
printed p. 5, How to PlayStanding between you and destiny are eight defense zones, with the final zone evoking the ultimate challengeContra (NES) instruction manual, US · printed p. 5, How to PlayTo advance from one zone to another, you must wipe-out heavily defended detection sensorsContra (NES) instruction manual, US · printed p. 7, Controlling Your Commando in 3-DDefense Zone 2 and Defense Zone 4 challenge you 3-dimensionally. In these zones you'll find yourself deep within a Mayan temple converted into a commando death trapContra (NES) instruction manual, US · printed p. 8, Red Falcon's Eight Lines of DefenseWaterfallContra (NES) instruction manual, US · printed p. 8, Red Falcon's Eight Lines of Defense — the text layer has no heading for the first two zonesBase 2Contra (NES) instruction manual, US · printed p. 8, Red Falcon's Eight Lines of DefenseSnow FieldContra (NES) instruction manual, US · printed p. 8, Red Falcon's Eight Lines of DefenseEnergy ZoneContra (NES) instruction manual, US · printed p. 8, Red Falcon's Eight Lines of DefenseHangar ZoneContra (NES) instruction manual, US · printed p. 8, Red Falcon's Eight Lines of DefenseAlien’s LairNintendo Power, issue 1 (July-August 1988) · p. 76, Contra feature — read on the page imageThere are a total of 8 Alien Defense Zones that repel our commandos.Revised after a check by a second AI model, 2026-11-06: Quoted each zone heading from the manual's p. 8 and dropped the unquoted Nintendo Power zone name.Cited by: Contra
One or two players play at once, as a team. Each starts with 3 lives, and the game can be continued up to 3 times. contra-history/players
printed p. 5, How to PlayContra can be played by either one or two players. If two play, play as a team to survive.Contra (NES) instruction manual, US · printed p. 5, How to Playgame ends when you ve lost the last of your 3 livesContra (NES) instruction manual, US · printed p. 6, Controlling Your Commandoyou can CONTINUE up to 3 timesChecked by a second AI model, 2026-11-06.The manual also promises an extra life for every stage cleared; the code (contra/extra-life) awards them by score.
Cited by: Contra
Shooting flying capsules and pill-box sensors releases Falcon symbols, and catching one gives a weapon. The NES manual names the Machine Gun, Laser, Fire Ball, Rapid Fire, Spread Gun, Force Field, and Mass Destruction falcons. contra-history/weapons
printed p. 5, How to Playyou must first blast away special flying capsules and pill-box sensors, and then capture the released Falcon symbolsContra (NES) instruction manual, US · printed p. 9, Powering-UpMachine Gun Laser Falcon Fire Ball Falcon Rapid Fire FalconContra (NES) instruction manual, US · printed p. 9, Powering-UpSpread Gun Force Field Mass DestructionChecked by a second AI model, 2026-11-06.Page 5 counts "six different super weapons"; page 9 shows seven falcons, the seventh being Mass Destruction.
Cited by: Contra
Play Meter's April 1987 notice describes the arcade game: each player has an eight-way joystick and shoot and jump buttons, six bonus weapons (machine gun, laser, spread gun, fireball, a barrier, and rapid fire) come from destroying small flashing sensors, and destroying the large sensor at the end of each stage opens the next. Its stages run from a jungle through two enemy bases seen as 3-D mazes, a vertically scrolling waterfall, a snow field, and a hangar to the Alien's Lair. contra-history/arcade
printed p. 138, ContraIn Contra each player has an eight-way joystick control and shoot and jump buttons.Play Meter, vol. 13 no. 4 (April 1987) · printed p. 138, ContraSix bonus weapons are awarded for destroying small flashing sensors. Those weapons are machine gun, laser, spread gun, fireball, a barrier to protect the player from enemy forces, and rapid fire bullet speed.Play Meter, vol. 13 no. 4 (April 1987) · printed p. 138, ContraBy annihilating the large sensor at the end of each stage, the player can advance to the next stage.Play Meter, vol. 13 no. 4 (April 1987) · printed p. 138, Contrajungle (horizontal scroll), inside the enemy base (3-D maze), core of the enemy base (3-D fixed), waterfall outside the base (vertical scroll), inside the second base (3-D maze), core of the enemy base (3-D fixed), and snow field, hangar and the Alien's Lair (horizontal scroll)Checked by a second AI model, 2026-11-06.The notice and Play Meter's August review both say seven stages, but the notice's list has more parts than seven, and the NES manual counts eight zones.
Cited by: Contra
Replay magazine's Players' Choice for April 1987, reprinted in Game Machine, put Contra first among the best new uprights in the US, at 8.40. contra-history/arcade-charts
printed p. 24 (PDF p. 13), 米国「リプレイ」誌 ザ・プレイヤーズ・チョイス — read on the page image; the box is headed ベスト・ニュー・アップライト (Best New Upright) and credits "©1987 Replay Magazine"1 コントラ(コナミ)....8.40Our translation1. Contra (Konami), 8.40Checked by a second AI model, 2026-11-06.Cited by: Contra
Play Meter's August 1987 review gave the arcade game three and a half of its rating marks, writing that it "combines the best of the lot admirably" and praising the visual effects and character animation. contra-history/play-meter-review
printed p. 88, Konami's Contra — the OCR reads the printed rating marks asContra combines the best of the lot admirably and we'll go with a solid ###1/2 for the totality of the executionPlay Meter, vol. 13 no. 8 (August 1987) · printed p. 88, Konami's Contrathe visual effects, on-screen detailing, and character articulation result in Contra being a definite factor for the coming season and beyondChecked by a second AI model, 2026-11-06.The column's scale and its writer's name haven't been read on the page image.
Cited by: Contra
Crash scored the Spectrum Gryzor 49% overall in February 1988. contra-history/crash-score
Value: review Crash · of 100 · score 49
MagazineCrash, issue 49 (February 1988) ·printed p. 23, ratings box — read on the page imageOVERALL 49%Checked by a second AI model, 2026-11-06.Cited by: Contra
Crash's reviewers split on the Spectrum Gryzor. Nathan called it "a very poor game graphically" but "surprisingly addictive", and Dave "not a bad game overall", both at 56%; Mike called it "poor, bad value, and unattractive", at 35%. The verdict was that it fell short of the arcade original. contra-history/crash-verdict
printed p. 22, Nathan's commentGryzor is a very poor game graphically, but it's surprisingly addictive.Crash, issue 49 (February 1988) · printed p. 22, Dave's commentGryzor isn't a bad game overallCrash, issue 49 (February 1988) · printed p. 23, Mike's commentGryzor is poor, bad value, and unattractiveCrash, issue 49 (February 1988) · printed p. 23, ratings boxnot living up to the arcade original's high standardsChecked by a second AI model, 2026-11-06.The reviewers' percentages (56, 56, 35) are read on the page images.
Cited by: Contra
Zzap!64 scored the Commodore 64 Gryzor 86% overall in June 1988. contra-history/zzap-score
Value: review Zzap!64 · of 100 · score 86
MagazineZzap!64, issue 38 (June 1988) ·printed p. 11, ratings box — the box's overall rating, 86%, is read on the page imageA challenging, neatly converted and enjoyable shoot 'em up.Checked by a second AI model, 2026-11-06.Cited by: Contra
Zzap!64's reviewers liked the Commodore 64 Gryzor. One wrote that the programmers had caught the spirit of the arcade original; another, who had not played it in the arcades, that on the 64 it makes an excellent game. contra-history/zzap-verdict
printed p. 11, first reviewer — read on the page imageThe programmers have managed to capture the spirit of the arcade original, resulting in some brilliantly frenetic actionZzap!64, issue 38 (June 1988) · printed p. 11, second reviewer — read on the page imageI haven't played Gryzor in the arcadesZzap!64, issue 38 (June 1988) · printed p. 11, second reviewer — read on the page imageon the 64 it makes an excellent gameChecked by a second AI model, 2026-11-06.Cited by: Contra
Nintendo Power's first issue (July/August 1988) printed the code, which it said starts the game with over 30 extra men: on the title screen, Up twice, Down twice, Left, Right, Left, Right, B, A, then Start. contra-history/code-in-print
p. 57 (image 60), Classified Information, Contra — read on the page imageSTART YOUR GAME WITH OVER 30 EXTRA MEN WITH THIS 'EXTRA LIFE' COMMAND.Nintendo Power, issue 1 (July-August 1988) · p. 57 (image 60), Classified Information, Contra — read on the page imageWhen the title screen appears, press the Control Pad up twice, down twice, left, right, left, right. Push the B button and the A button. Lastly, push Start.Checked by a second AI model, 2026-11-06.The page's folio is unclear on the scan; the issue's contents index puts it on p. 57.
Cited by: Contra
Electronic Gaming Monthly ranked Contra 45th of the 100 best games of all time in 1997. It wrote that the NES game set the standard for every two-player simultaneous action game after it, and that the port, though not as good-looking as the arcade game, kept its play intact. contra-history/standing
printed pp. 129-130 (PDF pp. 137-138), 45 Contrait set the standard for all two-player simultaneous action games to followElectronic Gaming Monthly, issue 100 (November 1997) · printed p. 130 (PDF p. 138), 45 ContraIt may not be as good-looking as the arcade game (naturally), but the port was extremely well-done and the gameplay was kept perfectly intact.Electronic Gaming Monthly, issue 100 (November 1997) · printed p. 129 (PDF p. 137), 45 Contra — the entry's number, 45, is read on the page imageContra NES Konami, 1988Checked by a second AI model, 2026-11-06.Cited by: Contra
Electronic Gaming Monthly wrote in 1997 that the Japanese version has slightly enhanced graphics, with added parallax layers and falling snow, new intro and ending screens, and map scenes between stages. contra-history/famicom-version
printed p. 130 (PDF p. 138), 45 Contra, Played in Japanwith slightly enhanced graphics (added layers of parallax here and there, falling snow, etc.), new intro and ending screens, and map scenes between stagesChecked by a second AI model, 2026-11-06.EGM also says the Japanese version came out about a year after the US one; Famicom Tsushin's 9 February 1988 date and Nintendo's February 1988 NES date disagree, so the statement leaves it out.
Cited by: Contra
The NES manual calls the game "the authentic Konami home version" of one of Konami's arcade games, and is copyrighted 1987 by Konami Inc. contra-history/made-by
printed p. 3authentic Konami home version of Contra, one of Konami's many original arcade hitsContra (NES) instruction manual, US · printed p. 2© 1987 Konami Inc.Checked by a second AI model, 2026-11-06.