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Christina Rose

@christinarose_e • 22,577 subscribers

Retro-gamer and collector, cosplayer, and lawyer by day. Competitive retro Mortal Kombat player. Business Inquiries: [email protected]

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Up, Up, Down, Down, Left, Right, Left Right, B, A…❤️ As a kid I called the Konami Code the “Contra Code.” I played with friends and instinctively recall “Select, Start” at the end, which gives 30 lives for 2 players. Yet “Select” scrolls to the 2 player option and “Start” is necessary to start the game. Thus, it’s technically not part of the code. Pressing only “Start” after goes to 1 player mode with 30 lives. Notably, the 1st Nintendo Power issue’s “Classified Information” section explicitly included “Start” when disclosing the sequence. The Konami Code was initially created by Kazuhisa Hashimoto while testing the arcade to console port of Gradius, which he found too difficult. (It also “includes” Start to start the game.) There, it gave access to all power ups ups. Why it stayed in Gradius is unclear, and it appears in future Konami games, most famously Contra. It confers 30 lives in Contra, Life Force, and others, and is sometimes called “the 30 Lives Code.” The effect can vary in different games. As kids, knowing the code was like magic. We imparted it to our friends like a fabled wisdom. Like riding a bike, I’ll never forget it, and I smile inputting it now just as much as I did as a child. No shame in it—Nintendo codes were and still are rad. Homages to the Konami Code outside of gaming are ubiquitous, including in Wreck it Ralph, unlocking Amazon’s “Super Alexa,” and even unlocking a chiptune version of the National Anthem on a Bank of Canada website! Also, Contra’s soundtrack is so good…I hope I’m not the only dork who takes a moment to jam out to it 🤭

Up, Up, Down, Down, Left, Right, Left Right, B, A…❤️ As a kid I called the Konami Code the “Contra Code.” I played with friends and instinctively recall “Select, Start” at the end, which gives 30 lives for 2 players. Yet “Select” scrolls to the 2 player option and “Start” is necessary to start the game. Thus, it’s technically not part of the code. Pressing only “Start” after goes to 1 player mode with 30 lives. Notably, the 1st Nintendo Power issue’s “Classified Information” section explicitly included “Start” when disclosing the sequence. The Konami Code was initially created by Kazuhisa Hashimoto while testing the arcade to console port of Gradius, which he found too difficult. (It also “includes” Start to start the game.) There, it gave access to all power ups ups. Why it stayed in Gradius is unclear, and it appears in future Konami games, most famously Contra. It confers 30 lives in Contra, Life Force, and others, and is sometimes called “the 30 Lives Code.” The effect can vary in different games. As kids, knowing the code was like magic. We imparted it to our friends like a fabled wisdom. Like riding a bike, I’ll never forget it, and I smile inputting it now just as much as I did as a child. No shame in it—Nintendo codes were and still are rad. Homages to the Konami Code outside of gaming are ubiquitous, including in Wreck it Ralph, unlocking Amazon’s “Super Alexa,” and even unlocking a chiptune version of the National Anthem on a Bank of Canada website! Also, Contra’s soundtrack is so good…I hope I’m not the only dork who takes a moment to jam out to it 🤭

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Zelda II released for Famicom January 14, 1987 (yes, I’m a few days late!). I honestly love this game and thought it would be fun to cover 10 ways the NES release is different from Famicom! 1. The NES version rewrites the intro, removes the second “n” from Ganon’s and reference to “another” sleeping Zelda, and refers to palaces rather than sanctuaries. 2. NES introduces an ominous red game over screen, removes the second “” from Ganon and incorporates his taunting laugh, which is reused from Mike Tyson’s Punch Out!! (Released September 18, 1987, while the NES version released Dec. 1, 1988). 3. Link’s sprite has a visible mouth in the NES version absent in Famicom’s. 4. Additional Pillars are added to Zelda’s North Palace chamber for NES. 5. Roaming monsters are more distinct in the NES version. 6. Link’s NES raft sprite in faces right while Famicom’s is forward. 7. Famicom used fewer brick palates for Palaces, with NES including more colors. 8. The 4the boss, Carock at Maze Island, only faces forward for Famicom but can face left or right for NES. 9. The 5th Palace boss for Famicom pits players against a stronger version Helmethead reused from the 2nd Palace, while the NES introduces a new boss, Gooma. 10. The River devil appears as an oni (devil) rather than a spider like creature. This is not exhaustive and I’d love to cover more at a later date! Thank you for watching as I try something new!

Christina Rose

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