1988 NES Konami Contra

$36.99
$35.00
$59.99
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VALUE / PRICE HISTORY
Average Price
$35.00
Highest Price
$76.00
| Date | Price | Condition | Type | Title |
|---|---|---|---|---|
| 2025-08-16 | $20 | Used | Buy | New Listing Konami Contra NES Game Cartridge Nintendo NES, 1988, Game Cartridge Only |
| 2025-08-16 | $27.5 | Used | Buy | Contra (Nintendo NES, 1988) Tested and Working REV-A |
| 2025-08-16 | $30.99 | Used | Buy | Contra (Nintendo NES, 1988) 100% Authentic, Tested and works, Konami |
Prices in USD. While all care is taken, there is no guarantee on accuracy of this data.
ITEM REVIEW
The NES Konami Contra was a run-and-gun action platforming video game that was manufactured by the well-known company Konami and was officially released to the public in the year 1988.

Background
Initially introduced as an arcade title in 1987, Contra was subsequently ported to the Nintendo Entertainment System within a span of just one year, a strategic move that aligned perfectly with Konami’s overarching strategy to create a seamless connection between arcade gaming and home gaming experiences, the Japanese Famicom version made its way onto store shelves on February 9, 1988, followed by the release for the US NES just three days later; however, audiences in Europe would have to wait until 1990 to experience it under the name Probotector—a rebranding that replaced human protagonists with robotic characters due to specific regional content policies. The game’s overarching premise drew heavily upon the action-movie tropes that were popular during the 1980s, casting players in the roles of commandos Bill and Lance as they battled against an alien entity known as Red Falcon, which had established its base of operations in the Amazon rainforest, or near New Zealand depending on the specific region of release.
The development process for the NES and Famicom versions occurred simultaneously, but notable technical differences came to light; the Famicom cartridges utilized Konami’s proprietary VRC2 chip—a mapper that enabled smoother animations and cutscenes that were notably absent in the NES release, which had to rely on Nintendo’s more restrictive hardware limitations. This divergence in technology meant that players in Japan were treated to brief story sequences that appeared between levels, such as a helicopter making its approach toward a jungle base, while the international versions chose to omit these additional flourishes. The title itself sparked a great deal of curiosity, with some individuals speculating about potential ties to the Nicaraguan Contra rebels due to the inclusion of an ending theme titled “Sandinista,” although Konami never officially confirmed any intentional political references within the game.
Features



Contra’s gameplay was centered around the concepts of precision and relentless action, spread across a total of 10 distinct stages that effectively mixed side-scrolling shooting elements with pseudo-3D corridor segments where players advanced into the screen; these intricate “maze” levels required players to memorize enemy patterns while skillfully navigating flickering barriers that posed additional challenges. Players began their journey with a default rifle that fired infinitely—a rarity in gaming during that particular time—but they also had the opportunity to collect various power-ups such as the Spread Gun (which fanned bullets across the screen in a wide arc) or the Laser (a concentrated beam of energy), each weapon came with its own unique set of trade-offs; for instance, the Homing Missile automatically targeted enemies but had a slower firing rate compared to the rapid-fire capabilities of the Machine Gun.
The inclusion of two-player cooperative gameplay was a defining feature of Contra, although this aspect did not significantly lessen the overall difficulty of the game; enemies would respawn endlessly if players lingered in one spot for too long, and even a single hit from an enemy meant the loss of a life, with no option for continues after a Game Over occurred. However, the controls received widespread praise for their remarkable responsiveness, as characters moved with a weightiness that felt intentional, and jumps could be precisely adjusted mid-air, a mechanic that was also shared with Konami’s Teenage Mutant Ninja Turtles. To counter the steep difficulty curve presented by the game, players famously employed the Konami Code (Up, Up, Down, Down, Left, Right, Left, Right, B, A, Start), which granted them 30 lives instead of the default three provided at the start of the game.
Popularity and Legacy
Contra quickly became a cultural touchstone for individuals who owned an NES console, its notorious difficulty level was comparable to other challenging titles like Ghosts ’n Goblins—but successfully beating it felt akin to earning a badge of honor, as word-of-mouth about the infamous Konami Code spread rapidly through playgrounds and gaming magazines alike, thereby ensuring its place within the broader landscape of pop culture. The game managed to sell approximately 1.5 million copies in the United States alone, which served to cement Konami’s reputation beyond the realm of arcade gaming, and sequels such as Super C (1989) and Contra III: The Alien Wars (1992) followed in its wake, although none of these sequels quite managed to replicate the original’s stripped-down intensity and charm.
Its profound influence seeped into the run-and-gun genre, inspiring subsequent games like Metal Slug and Cuphead, which borrowed heavily from Contra’s relentless pacing and boss-rush structure; the two-player co-op model also set a lasting template for later titles, emphasizing the importance of camaraderie in overcoming seemingly overwhelming odds. Despite its widespread acclaim, Contra’s legacy within Europe was somewhat muted due to the Probotector rebranding, which replaced the human characters with robots, a change that left many players who were familiar with the militaristic aesthetic of the US version feeling confused and disconnected from the game.

Video Reviews and Commercials
Availability and Collectability
Physical copies of Contra for the NES continue to remain highly sought after among collectors, with loose cartridges typically selling for prices ranging from $50 to $80, while complete-in-box versions can fetch amounts exceeding $200; the condition of the cartridges heavily affects their value—labels that exhibit minimal wear and intact pins command significantly higher prices in the marketplace. The Famicom version, with its additional cutscenes and animations, is considered rarer outside the borders of Japan, often priced 20 to 30 percent higher than its NES counterpart, while the European Probotector cartridges are generally regarded as less desirable among purists, yet they do possess a niche appeal for collectors who focus on regional variants.
Modern re-releases, such as those available on the Nintendo Switch Online service, have made the game significantly more accessible to a new generation of players, although purists often argue that the emulated versions lack the tactile feel and experience of playing on original hardware; bootleg reproductions can be found circulating online, identifiable by mismatched label fonts or glitchy audio that detracts from the experience. For those individuals who are unwilling to embark on the hunt for physical cartridges, the 2007 Virtual Console release offers a faithful port of the original game, complete with save states—a concession that the original 1988 release would have never permitted or allowed in any capacity.
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DISCUSSION
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