# Contra Force (NES) - Angry Video Game Nerd (AVGN)

Source: https://www.youtube.com/watch?v=G4I2gdXkZe8
Recap page: https://rapidrecap.app/video/G4I2gdXkZe8
Generated: 2026-02-07T00:04:06.275+00:00

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## Quick Overview

Contra Force for the NES is ultimately deemed a disappointing and poorly designed game due to its confusing level structure, frustrating mechanics like the short-lived power-ups and impractical grenade arcs, and the fact that the game engine often fails to keep up with the action, leading to cheap deaths.

**Key Points:**
- Contra Force features a character selection screen introducing four characters: Burns, Smith, Iron, and Beans, each with different weapon loadouts, which is new compared to previous Contra installments.
- The game introduces unique mechanics like the ability to switch between characters using the 'Command Select' menu, but this feature is often impractical because the AI-controlled buddies are ineffective, and the active character can be instantly killed by environmental hazards.
- Specific environmental hazards are noted as intentionally difficult, such as the fan section where the player is launched horizontally into spikes if they do not time jumps perfectly, and the moving platforms that explode if a player stays on them too long.
- The game suffers from significant technical issues, including screen flicker and slowdown, making it feel like it struggles to keep up with the on-screen action.
- The narrator criticizes the design choice to have power-ups (like weapons) reset to the base level upon death, forcing players to re-collect them constantly.
- The game's final stages feature frustrating level design, such as an elevator sequence that leaves the player exposed to enemies above and a top-down stage where the player can be instantly killed by environmental hazards.
- The narrator concludes that the game is a 'sick joke' and a 'disappointment' compared to the original Contra, suggesting Konami should have spent more time refining the mechanics before release.

![Screenshot at 00:17: The screen displays the character selection menu for Contra Force, showing the four distinct characters—Burns, Smith, Iron, and Beans—and their unique starting weapon configurations, a notable departure from previous series entries.](https://ss.rapidrecap.app/screens/G4I2gdXkZe8/00-00-17.jpg)

**Context:** The video provides a critical review of the NES game "Contra Force" (1992), comparing it unfavorably to its predecessors, particularly the original Contra and Super C, which featured more straightforward and polished run-and-gun action. The reviewer expresses frustration with the game's mechanics, level design choices, and technical performance, using clips from Contra III: The Alien Wars (SNES) and other games to illustrate points of comparison.

## Detailed Analysis

The reviewer argues that Contra Force is a significant step down from earlier Contra titles like the original and Super C. Key flaws highlighted include the introduction of a character selection menu (00:14) and team-switching mechanics, which are rendered mostly useless because the AI-controlled buddies are ineffective (8:08), and the player is often forced to spend too much time in menus (8:37). The reviewer points out specific, frustrating level designs, such as the need for pixel-perfect timing to jump over fans that launch the player into ceiling spikes (10:47), the lack of diagonal shooting while prone (4:17), and the inability to pick up power-ups after dying, causing the weapon meter to reset (7:37, 7:57). The game frequently causes severe slowdown and flickering (5:17), making precise movement difficult. The reviewer concludes that the game is fundamentally broken, citing repeated deaths due to poorly timed environmental traps, like exploding platforms (9:44) and elevators that instantly kill the player if they are on the wrong floor (14:54), making the overall experience a disappointing 'sick joke' that Konami should have fixed before release.

### Comparison to Predecessors

- Super Contra (SNES) featured better graphics and a more complex level structure than Contra Force
- Contra (NES) and Super C (NES) had clearer mechanics and superior level design

### Character/Mechanics Flaws

- Four characters (Burns, Smith, Iron, Beans) with unique weapons introduced, but AI teammates are useless
- Power-ups reset upon death, forcing constant re-collection
- Grenade arc is too short to be effective (7:33)

### Level Design Frustrations

- Fan level requires pixel-perfect timing to avoid spikes (10:47)
- Vertical elevator sections force player into predictable death scenarios (14:54)
- Environmental hazards (spikes, moving platforms) are poorly implemented (11:01)

### Technical Issues

- Significant screen flicker and slowdown plague the game, especially when many sprites are active (5:20)

### Conclusion

- The game is mathematically broken (2:24) and ultimately a massive disappointment, feeling like a poorly executed experiment compared to its predecessors (19:58)

![Screenshot at 00:09: The reviewer expresses excitement over Super C, contrasting it with the current game.](https://ss.rapidrecap.app/screens/G4I2gdXkZe8/00-00-09.jpg)
![Screenshot at 00:20: The title screen for Super Contra III: The Alien Wars appears, used as a positive comparison point.](https://ss.rapidrecap.app/screens/G4I2gdXkZe8/00-00-20.jpg)
![Screenshot at 03:14: The Contra Force character select screen shows the four characters \(Burns, Smith, Iron, Beans\) and their loadouts, highlighting the character selection mechanic.](https://ss.rapidrecap.app/screens/G4I2gdXkZe8/00-03-14.jpg)
![Screenshot at 09:37: A segment showing the orange-colored fan hazard that launches the player horizontally, illustrating a difficult, poorly designed obstacle.](https://ss.rapidrecap.app/screens/G4I2gdXkZe8/00-09-37.jpg)
![Screenshot at 16:26: A four-way split screen comparing the level structures and enemy counts of Contra Force to other Contra games, emphasizing the structural differences.](https://ss.rapidrecap.app/screens/G4I2gdXkZe8/00-16-26.jpg)
