Tool-assisted game movies
When human skills are just not enough

Submission #6515: Soig's SNES Contra III: The Alien Wars in 12:56.02

Console: Super NES
Game name: Contra III: The Alien Wars
Game version: USA
ROM filename: Contra III - The Alien Wars (U) [!].smc
Emulator: BizHawk 2.3.2
Movie length: 12:56.02
FrameCount: 46638
Re-record count: 17881
Author's real name: 陈立杰
Author's nickname: Soig
Submitter: Soig
Submitted at: 2019-09-17 16:15:47
Text last edited at: 2019-09-23 00:23:27
Text last edited by: Memory
Download: Download (35875 bytes)
Status: decision: rejected
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:

(Link to video)

Necessary info:

  • About bullet:
ID Name Max bullets Damage CD Others
00 2/bullet 3
01 S 10(2*5) 2/bullet 4
02 C 3 4/2 frames 5 Sometimes miss(takes no dmg)
03 H 5 2/bullet 4
04 F 2/2 frames
05 L 7 3/bullet Can't shoot until all of the previous bullets disappears

Also, there are some other difference between 2D and 3D mode:

  • In 2D mode
    • For S gun, shoot 5 bullets in each time. And only could shoot again while a set of bullets are disappearing. (Especially, if 3 bullets of the first set disappears, and 2 of the second disappears, you can't shoot next new set of bullets.)
    • For L gun, you'll shoot a long laser if you press Y button at one frame.

  • In 3D mode
    • weapon system is similar to nes contra.
      There is no CD RAM. Or I didn't find out it... Normally, pressing Y button discontinuously is faster than continuously.
    • Movements is same as Jackal. X or Y speed always equals 2. Not only on horizontal or vertical, but also on diagonal.
    • movement is not friendly. I searched the speed and position RAM though, speed is not so intuitive. Instead, calculating the position's change is important. And after comparing the different rotation angle, walking on the 45° angle is the fastest. (The actual speed = 2*√2=2.8284)
    • For S gun, you can shoot S bullet just when any bullet disappears.
    • For L gun, you can only shoot ONE bullet in every 2 frames. If you want to shoot a long laser, you need to press Y button continuously.

Many more lags before stage 1 start... I don't know how to compare between snes9x 1.43 with bizhawk 2.3.2. So hope someone could help me make a comparision list to show that difference.

And I'll show you a comparision without the emulators' difference.

Stage Frames saved Total saved
1 -87 -87
2 43 -44
3 -21 -65
4 -39 -104
5 159 55
6 314 361

Level-by-level notes

  • Stage 1
S is fastest. So use it instead of C.
I used that tank. It helps me beat boss in 6 frames (fastest). But I don't save any frame... It seems that there is a frame rule for that boss similar to nes contra 1. I tested that the screen starts to move at the same frame after the second boss.
  • Stage 2
Better movement, better weapon choice and better bullets shooted.
  • Stage 3
First of all, at the wall boss, I get many more lags... I don't know if it comes from the emulation difference or my unluck. And in my unused movie(you can get the encode from the playlist above), the fewest lags way is beating one bullet from that boss.
A real console can give me the correct answer - the emulation difference or my unluck. So I go to RTA website to find the video. And the movie's author wrote:
Stage 3
I use the lasers to snipe the snipers as we move right. After we do the midboss I die and Hurblat does the climb alone. The game lags too much to keep player 2 alive. Keeping player 2 in costs 17 seconds worth of lag. I still get to keep crush on one hand even though I lose all my lives which is awesome. Double crush and crush/laser pretty much wrecks everything as far as the rest of the stage goes. In case you're wondering why I have laser, the range helps in stage 4 and it also makes the boss fight in stage 5 much more consistent.
Jump at a better frame before the first tall wall.
So it's emulation difference. And I changed to use their idea: Make one of the the players die. And rebirth after. But still takes a long time... Because of more lags.
Faster boss fight.
  • Stage 4
61 lags more than previous run. So it's faster if you ignore that lags' difference.
  • Stage 5
Better movement, better weapon choice, and better bullets shooted.
  • Stage 6
Better weapon choice, and better bullets shooted.

Specially, the final boss r2, you need at least 3 rounds to beat it. And after a round, boss's HP will decrease 1/2. And each attack form has its own timer. Here a picture shows every timer.(It's not absolute, it's around that value.) So player's damage in the first round is 1/4, in the second round is 1/2. So you need to choose a shorter timer form in first two rounds.


contra 1 mini boss: 1 frame saved.
contra 1 boss: 2 frames lost.
contra 2 boss: 1 frame lost.
contra 2 arcade boss: 4 frames saved.
final boss r1: 43 frames saved.
final boss r2: 154 frames saved.
final boss r3: 74 frames saved.

RAM watch

Because running ram watch window is much slower, I used lua to watch them, instead. And I'll give you the lua file in the forum.
  • Other RAM I used
Some ram I didn't show in the lua, So I will give you here.
Address Size Type Notes
1E44 4 bytes Hex hi score
1FA0 4 bytes Hex 1p socre
1FB6 4 bytes Hex 1p bonus life rest
1FE0 4 bytes Hex 2p socre
1FF6 4 bytes Hex 2p bonus life rest
1C02 4 bytes Hex clear bonus socre
BD80 1 byte signed if it's 2D
1F84 1 byte signed 1p 1st gun
1F86 1 byte signed 1p 2nd gun
1FC4 1 byte signed 2p 1st gun
1FC6 1 byte signed 2p 2nd gun
0070 1 byte signed stage ID

Memory: Claiming for judgment

Memory: This movie failed to beat all known records. #6091: Mr_K's SNES Contra III: The Alien Wars "2 players" in 12:48.97 is significantly faster than this run and is easily discovered through searches. Regardless of whether or not the author wishes to uncancel that run is irrelevant.


Similar submissions (by title and categories where applicable):