Field guide/

Your fingers got there first

A developer needed to get through his own game. Forty years later, his shortcut still lives.

A line drawing of a brain in profile, with one deep fold filled green: the Konami code, learned by the fingers.
The deeper part. It stays.

You know the sequence. Up, up. Down, down. Left, right. Left, right. B, A. Your fingers may have got there before the sentence did. This is the Konami code. It began the way many enduring pieces of software do, with a developer who needed to get his work done.

In 1986, Konami released the home version of Gradius for the NES, the Famicom in Japan. It is a game about flying a small ship through things that very much want it not to be flying. Kazuhisa Hashimoto worked on it, and there was a practical problem: he could not reliably beat the arcade game he was working from. Testing a difficult game by repeatedly losing at it is a noble commitment to realism. It is also a poor use of an afternoon. So he built the Konami code for that purpose. And he designed it for one very small audience: the person at his desk (and made it easy to remember). Entering the command in Gradius gave the ship a full set of power-ups. Not a magic door to every level. Not a universal promise of extra lives. For someone trying to test a game he could not finish, that is a reasonable request.

A red and gold Famicom controller, with a black cross-shaped direction button and two round buttons marked B and A.
The first-player controller for the Famicom, Nintendo's Japanese console, 1983. The home version of Gradius was played on this. Photograph by Evan Amos, 2016. Public domain, Wikimedia Commons.

Legend has it that he did, in fact, forget to take the code out. But Hashimoto's account only gives us his reason for putting it in, not a confession that he forgot to take it out. But I think that small, solid story is good enough: a tool built for testing became a cheat code players learned to type, and other developers kept giving those fingers somewhere to go.

The best known of those was Contra, which reached the NES in 1988. It used the same code, and it is the reason some people still call it the Contra code.

And what about the code itself? Up, up. Down, down. Left, right. Left, right. B, A. Four pushes establish a rhythm. The next four makes your finger dance a little. And B, A closes the thing like a signature. When you've done it a couple of times it establishes itself inside you. Sits in the deeper part of the brain somehow. At least I feel it that way.

Often players try the Konami code without a manual, a menu, or even much hope that it will work. Most of the time it does nothing. That is part of the bargain.

I still try the code. On menus, on title screens, on pages that were never going to answer. Sometimes something happens!

The design from this story

A sequence your hands know better than you do is now a T-shirt called "Konami code". No menu required.

Where this comes from

The Konami code: where up, up, down, down came from | Binary & Thread