At its heart, Contra III is a game about guns. This does not particularly distinguish it within the world of video games, nor, for that matter, within the world of America. Nevertheless, it is firmly the sort of game Contra III is. Like Super Castlevania IV and Super Ghouls and Ghosts, its central mechanic involves offering players a variety of weapons, each with advantages and disadvantages suitable to particular moments in the game. Contra III’s twist on this mechanic is that Jimbo and Sully are insta-killed by any hit and lose their actively equipped weapon (you can have two weapons, one active at any given moment) upon death, which creates an inherent tension between the desire to have a strong weapon equipped for tricky bits and the desire not to lose a strong weapon to a tricky bit.
One way to put this, then, is that aliens are literally coming to take your guns. This is a crass and largely unhelpful reading, admittedly, although the fact that “losing your gun” means being reduced to a mere machine gun is, in this reading, terribly entertaining.
But equally, it’s impossible to quite separate the iconography of Contra III from the militarized paranoia implicit in it. The first two levels are indicative – bombed out cityscapes through which the player must run, eventually dodging fireballs that burst from the asphalt. This is the iconography of urban decay – the city as a collapsing, rotting space, often described in the fundamentally racially coded terms of the jungle, which was, notably, where the Contra series got its start. This, in turn, was a fundamental image of the Reagan era, where it served as an object of fear that justified the conservative project.
But it also served fundamentally as a fantasy. Like any jungle, the collapsed city is a place upon which fantasies of white militarism are projected. Its untamed wildness requires the puissant white man as a steady hand. Which, of course, Contra III is all too happy to provide via the sumptuously Aryan Jimbo, whose manly poses decorate the interstitial moments between levels.
Being a video game for a Nintendo system, however, some amount of this must be displaced. And so the bombed out city is destroyed by Gigeresque aliens, an all-purpose Other conveniently separate from any material entities, and defined entirely by its inhumanity. Enemies in Contra fall into two general categories – either they are overtly robotic, or they are creatures of grotesque flesh. In either case, the emphasis is on the fundamental antipathy towards the very idea of humanity, which makes the aliens a maximally nightmarish force for the manly heroes to assert themselves against.
This intensely xenophobic setup means that the unreconstructed macho fantasy at the heart of Contra III gets to carry on without undue complication. The resultant ethos is perhaps best captured in the game’s opening, where Jimbo and Sully, following the devastating alien attack, get their sole dialogue in the game, as Jimbo proclaims, “it’s time for revenge,” and Sully concludes, “let’s attack aggressively.”
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