About the game

This is Contra 4 for the Nintendo DS, it seems to be part remake of the first Contra and part new game. Anyway it's the same ol' Contra concept of a lone hero saving the world bare chested from Aliens by running to the right, sometimes jumping upward, sometimes even going forward in 3D(!) and shooting a lot. Also, once, he jumps around on a speeding rocket. It has all the ingredients of a great game, and great it is.

Details

  • Emulator used: DeSmuME 0.9.2-rr
  • Aims for fastest time
  • Uses death as a shortcut/Takes damage to save time
  • Plays at hardest level
  • Might manipulate luck... I don't remmeber

About the run

This run was started as a solo project by me (cpadolf) exactly two months ago, and since then zggzdydp has joined in as well (and all the completed stages where remade). It clocks in at just over 22.5 minutes, which is pretty good as my goal was to get under 25 minutes.
Choice of weapons: In stage 1 double M and S is picked up, F and S would have been a bit faster, but too much time has to be sacrificed in order to get double F for it to work out. In stage 2 we go for double M and double C, which we keep all the way until the last stage. The reason for this is that C+M is by far the best weapon combo in the 3D stages, and even though exchanging M for F would likely speed up stage 4, 5 and 7, the losses in stage 6, 8 and the time lost grabbing double F (as at least one would have to be grabbed out of the way in order to have it for stage 4) would be a lot bigger in the end. For stage 9 though, we get double F to deal with the final boss, as it is the best weapon there (note that the mini boss at the start of stage 9 can't be speed up, as no matter how fast you kill him he will run out of frame once then come back and die at a fixed time). Also note that single C is as strong as double C, the only difference is how long it reaches.
Tricks: There isn't much out of the ordinary here. Sometimes death is abused to cross over big gaps without having to use the grapple hook, and at some places you can do a small zip forward by dying at the right spot (in a gap between to platforms/railings, if you are far enough ahead you will be transported to the next platform/railing instead of going back). And in the climbing parts of the game you can climb faster by jumping just as you walk of a platform, there is one frame where you will jump from slightly under the platform and thus land on the next platform faster (since you don't have too fall down as far again), this usually saves 1-3 frames per use.
Something something. I don't know what to write. Ask if you have any questions.
Thanks to: Atma, for pointing out the railcar shortcut in stage 1 and Satoryu for pointing out a shortcut in stage 4.

adelikat: Accepting for publication.
ShinyDoofy: Trying to process Processing...

Joined: 7/28/2005
Posts: 83
Location: Montreal, Canada
I had a weird idea, but whether or not it would work I don't know (and even if it did, I have no doubt it'd be insanely difficult to pull off). Does the graphics data for that dead space actually "exist?" Like, is there some way to code something such that whatever graphics would theoretically be there show up? If it were, and the movie was rendered that way, possibly with the 64-pixel middle space being at like 50% opacity or something, that would pretty much be perfect.
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Joined: 8/4/2005
Posts: 5770
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univbee wrote:
I had a weird idea, but whether or not it would work I don't know (and even if it did, I have no doubt it'd be insanely difficult to pull off). Does the graphics data for that dead space actually "exist?" Like, is there some way to code something such that whatever graphics would theoretically be there show up? If it were, and the movie was rendered that way, possibly with the 64-pixel middle space being at like 50% opacity or something, that would pretty much be perfect.
http://tasvideos.org/forum/t/8401. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Mitjitsu
He/Him
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Joined: 4/24/2006
Posts: 2997
I liked the boss battles.
Site Admin, Skilled player (1235)
Joined: 4/17/2010
Posts: 11264
Location: RU
HD encode: Part 1 Part 2 Playlist
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 8/29/2005
Posts: 148
Location: Dayton, OH
Just watched this video and thought it was great. A very nice encode feos. The only comment I would make is that I would prefer the tasvideos URL to be in the upper or lower right corner. This game uses the 2 screens as 1 and having both screens put together would look good imo.
Joined: 7/2/2007
Posts: 3960
If you put the two screens directly next to each other in the encode, you'd see that they aren't actually continuous; there's a gap between them, to match the gap in the actual DS.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Site Admin, Skilled player (1235)
Joined: 4/17/2010
Posts: 11264
Location: RU
Yeah, but for acceptable resising I had to make the screen separation space a bit higher. Because I refused adding black borders.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.