TASv3.2.1 - Super C "pacifist"
After Super C "2 Players" progress, I noticed there are many improvable places ignored by me in other movies. such as more accurate position in area 2, faster movement for boss in area 3, more boss HP for S gun, and etc. So I've improved them all in this movie.
What's the real pacifist?
What is real pacifist? You'll say the real is that you can't kill or even take damege to any unnecessary enemy. But if it's okay that you just take damage to some enemies without causing for dying? Someone would not accept it but me. So I cancelled my movie before. (It's
TASv2.) I think, there is no absolute pacifist for any contra game. If you want to complete the game, you have to beat the necessary enemy and boss.
RTA doesn't allow to beat cartridge clip. Because it belongs to enemy in this game. But we can. And if it is pacifist that the enemy goes off the cliff by itself even if it's not beat by player? So we don't need to care about it too much. Just try to do it so that it looks like pacifist.
- So in my pacifist movie, you'll see some places that I take damage to enemy without dying.
Maybe, many people dislike TASv2 during those days due to the unkind thing done by me, I guess. Because I improved Heidman's
TASv1 and submitted it while his is being judged.
I didn't want to do pacifist TAS for this game originally. And try some other games I've never TASed. But they are strange for me. So I pick up this old work and finish it now.
About the movie
- pacifist version
- uses death to save time
- increases the most score to one player to get the most lives
Score list
From enemy = 98,200
- Area 1 = 15,100
- Helicopter Turret = 100
- boss = 15,000
- Area 2 = 17,000
- tank = 1,000 * 2
- boss = 15,000
- Area 3 = 20,000
- first boss = 5,000
- final boss = 15,000
- Area 4 = 900
- Area 5 = 15,000
- Area 6 = 15,000
- first boss = 5,000
- final boss = 10,000
- Area 7 = 15,200
- fire ring producer = 200
- mouth = 15,000
From power up container
- About 40,100 for one player
- Beat container = 500, get a power up = 500, beat power up basic = 200 (Area 5).
- Area 1 = 7
M+R+Bomb+Bomb+F+S+M
M+F+S+S+L+Bomb
R+Bomb+M+L+B+S+F
M+M+R+S+L
M+F+R+S+Bomb
M+F+S+L+Bomb
R+M+L+M+F+R+S
M+F+R+M+S+L(+F+Bomb)
- So the most bonus lives is 6.
Life use
First bonus life needs 30,000 score. After is 20,000.
If life is ∞,
Died 2 times for both players.
P2→P1→(P1)→P2→P1
If P1 has the last life at the beginning, he will save 1 life.
Died 5 times for one player.
If same as 2 player run, it will need 5+1 lives.
If same as TASv1 - pacifist run, it will need 1 life.
- Native life is 3, bonus is 6. 3+6=9. So Area 7 cost 5 lives, Area 4 cost 2, and Area 8 cost the last one.
Compared to TASv2
Stage | Area saved | Total saved |
---|
Area 1 | 131 | 131 |
Area 2 | 56 | 187 |
Area 3 | 58 | 245 |
Area 4 | 834 | 1079 |
Area 5 | 0 | 1079 |
Area 6 | 1 | 1080 |
Area 7 | 207 | 1287 |
Area 8 | 531 | 1818 |
Notes for each area
I think there are 10 slots for enemy before this year. Before boss, I guess there are 6 slots for running enemies, 1 for enemy with gun, and 3 rest for helicopter barrel. So that the last barrel doesn't appear. But after my last 2-player movie, I found there are 14 slots from wiki. And the helicopter has 1, final red-blue has 1(It has used a slot, though it doesn't appear on the screen), and the 2 bullets from the enemy have 2. So I wait for 2 more bullets and disappeared 2 more helicopter barrel.
Still used old bug. Wait for a key frame to beat a tank and go ahead.
Luck manipulation. Decrease enemies. Try manipulate enemies run from right to left.
Same as 2-player run. Elevator glitch used 2 times.
I didn't cost any life this time. Because life is used to cost in Area 7.
Because 1P's score is enough. So 1P didn't get S gun. So that boss' HP doesn't increase.
2P died forever.
I didn't used the ceiling big glitch. Just small glitch. To decrease the road. And keep the last life and F gun.
About bullets RAM
- There are 16 slots for bullets. It means that 16 is the biggest number on the screen.
- Normally, 1P uses first 10 slots, and 2P uses the rest.
- 00 Native bullet. 4 slots for each player. 1P uses slot 1~4. And 2P is 11~14.
- 01 M. 6 slots for each player. 1P uses slot 1~6. 2P is 11~16.
- 02 S. 10 slots for each player. 1P uses slot 1~10, 2P is 7~16. So slot 7~10 is useful for both players.
- 03 L. 5 slots for each player. But the enemy won't get injured when you start to shoot L.
- 04 F. The number of basic bullets is 2. And will born 4 or 8 petals if shoot on something.
- Basic bullets: 1P uses slot 1~2. 2P uses slot 11~12.
- Petals uses slot 1~10. When the petals use slot 1 or 2, 1P can't shoot corresponding bullet.
Special thanks
Planner and pre-judger. Gived me suggestion on bonus life and give up S gun in Area 6. Helped me a lot.
TASv3.2 - 超级魂斗罗“和平主义”
在完成双人记录后,我意识到了很多之前没有注意到的可提升点,例如在第2关更准确的踩点,第3关中期boss更快的移动间隔,拥有S武器时boss血量异常增长等等。所以我在这次的录像中对它们都进行了提升。
什么是真正的和平主义?
什么是真正的和平主义?你可能会说不能杀死或者甚至不能伤害任何一个不必要的敌人。但是只伤害敌人并不致其死亡到底是否符合和平主义的标准呢?一些人可能不会接受,但我却觉得理所应当。所以我之前取消了我的投稿。(
TASv2)因为我认为,任何一个魂斗罗系列的游戏都没有绝对的和平,在一个枪战打怪闯关游戏里谈和平真的是有如厕所里吃饭、课堂上聚餐、听相声要高雅一样扯淡。如果你要通关这款游戏,你不得不打掉所有必要的敌人和boss。
在实机速通平台,和平主义不允许打弹夹获得武器提升,因为弹夹和武器在这款游戏里都属于怪物的一员,但TAS里允许。而且屏幕上的一个杂兵自己掉悬崖了而不是被玩家打死到底算不算和平?是不是还要让每个杂兵都顺利安稳地走出屏幕才算和平?所以我们真的不需要过多地在意这个,只要尽量做出来让大家看着像和平就可以了。
- 所以在我的和平主义录像里,你会见到一些我打伤了敌人又没打死的镜头。
或许之前大家不喜欢我的TASv2是因为我做了不和谐的事。因为我提升了Heidman的
TASv1并且在它还在审核的过程中就投稿了我自己的。
一开始我并不想给这个游戏做和平主义TAS,所以我尝试了几个我之前没有TAS过的游戏,但它们对我都太陌生了,不会做,所以我又捡起了这个旧项目然后完成了它。
关于录像
- 和平主义
- 利用死亡节省时间
- 给一个玩家加分获得最多的奖励命
分数列表
敌人获取=9,8200
- 第1关=1,5100
- 第2关=1,7000
- 第3关=2,000
- 中期boss=5000
- 终期boss=1,5000
- 第4关=900
- 第5关=1,5000
- 第6关=1,5000
- 中期boss=5000
- 终期boss=1,0000
- 第7关=1,5200
弹夹获取
- 对一个玩家来说大约4,1000
- 打爆弹夹=500,获得武器=500,打爆弹塔=200(第5关)。
- 第1关:7个
M+R+炸弹+炸弹+F+S+M
M+F+S+S+L+炸弹
R+炸弹+M+L+B+S+F
M+M+R+S+L
M+F+R+S+炸弹
M+F+S+L+炸弹
R+M+L+M+F+R+S
M+F+R+M+S+L(+F+炸弹)
用命计划
第1条奖励命需要3,0000分,之后2,0000每条。
假设命数为∞,
两个玩家全部死2次。
2P→1P→(1P)→2P→1P
如果1P在最开始是最后1条命,则可以省1条命。
单个玩家死5次。
如果跟双人记录录像一样,则需要5+1条命;
如果跟TASv1——和平主义一样,则需要1条命。
- 初始3条命,奖励6条命,最后存活需要有1条命,所以可以一共死8次。第7关必须死5次,第4关死2次,第8关死1次。
TASv2对比
关卡 | 当前关卡提升帧数 | 共提升 |
---|
第1关 | 131 | 131 |
第2关 | 56 | 187 |
第3关 | 58 | 245 |
第4关 | 834 | 1079 |
第5关 | 0 | 1079 |
第6关 | 1 | 1080 |
第7关 | 207 | 1287 |
第8关 | 531 | 1818 |
每关摘要
我一开始以为敌人槽一共10个,而boss之前场上6个杂兵,1个狙击兵,再加上3个炮筒,正好10个,也因此卡掉了最后1个炮筒。但当我做上一个双人录像时,查阅wiki发现一共14个敌人槽,而多出来的4个给了狙击兵发出的两颗子弹,直升机占了一个,还有直升机最后的红蓝靶也占用了一个(虽然这时没显示出来,但确实已经把坑占好了...)所以这次我等狙击兵再次发出了2颗子弹,又成功多卡掉了2个直升机炮筒。
还是老bug,两个tank位置出等待关键帧,只打掉1个也可能继续拉屏。
运气控制减少敌人数量,尽量让敌人从前方出没,后方的敌人在从高处跳下时尽量让他们合体或者分的更远。
用到了连续两次的电梯bug。
没有卖命,但给1P获得了F。
因为分数已经足够,没有给1P吃S,这样减少了两个boss的血量。(单个S弹会给boss增加1/4血量。)
2P英勇就义。
没有用最后的天花板大bug,但却用了最开始发现的小bug,节约了路程长度,并保住了最后1条命和F枪。
关于子弹RAM
- 子弹共16个槽,也就是说同屏最多存在16颗子弹。
- 正常情况下,1P占用前10个槽,2P占用后6个槽。
- 00 白弹情况下双方各占4槽。1P占用第1~4个,2P占用第11~14个。
- 01 M弹双方各占6槽。1P占用第1~6个,2P占用第11~16个。
- 02 S弹因为单人最多10颗子弹,所以特殊处理,1P占用第1~10个槽,2P占用第7~16个槽,也就是说第7~10个槽双方共用,每次先占有者优先使用。
- 03 L弹双方各占5个槽,但L弹在开枪那一帧会造成敌人免受伤害,所以通常不选用L弹。
- 04 F弹基本2颗,打中敌人后炸开4或8个花瓣。
- 基本子弹1P占用第1~2个槽,2P占用第11~12个槽。
- 花瓣占用第1~10个槽。当花瓣占用第1~2个槽时1P发射不出子弹。所以使用F弹2P可用子弹槽比1P多。
特别感谢
策划兼审核,在加命方面和第6关放弃S弹方面提供了非常大的帮助。
feos: Updated the movie per author's request.
feos: After almost exactly 6 years, finally this improvement is available for judgment again!
The time-wise improvement was really crazy due to using 2 players and new glitches.
As for the style, I've read the discussion about
#3762: Soig's NES Super C "pacifist" in 13:00.20 and then I watched this run, the canceled run, and the published run in a row. While Soig's work does clearly look more aggressive, I couldn't spot any enemies killed beyond necessity. And something like a turret was shot "out of spite" without having to die either.