There hasn't been a TAS of Catlevania 3 that features the hardmode, or the stage of Sunkey City, or a quest by Belmont homself. So... here it comes!
  • Emulator Used: Bizhawk 1.8.4
  • Takes Damage to Save Time
  • Manipulates Luck
  • Uses the hardest difficulty
  • Genre: Platform

About the Code "AKAMA"

If you input "AKAMA" before the game starts, you will enter the hardmode directly and be prevented from recruiting any helpers. I know using codes or passwords is usually not welcomed, but there is no reason to not use this code here since it only increases the difficulty of game play and fits the objectives of this run perfectly.

About Version Choise

JPN version is used for all other CV3 runs due to its superior sound track quality and lower difficulty. However, the code "AKAMA" only works in USA version. Secondly, I really think the goal choice of this run is meant to be chanllenging so the higher difficulty of USA version becomes a pro here, and the sound track quality of U version isn't bad at all for an 8-bit game anyway. BTW, U version has better graphics than J version does.

About the Sunken City

The Sunken City is one of the three 6th levels. It is the only stage that hasn't been featured in any TASes on this site yet because it's longer and harder than Underground Catacombs, another 6th level.

About This Run

In one sentence, with the harder difficulty, the harder rom version, and the hardest path, Trevor Belmont is out to vanquish the horrible night by himself. The combination of these goals should be the hardest non-arbitrary challenge for CV3. (No damage and no sub-weapon are arbitrary IMO.)

Level by Level Comments

Level One

Scrimpeh's "Grant path" run is generally followed.
Please note that every single enemy in the hardmode of U version deals the same amount of damage. This fact means two things:
  • Good news: Dracula deals as little damage as a zombie does.
  • Bad news: A zombie deals as much damage as Dracula does.
Therefore, Trevor usually can only survive three hits before getting an orb. It's important to carefully plan when to get hit.

Level Two

Huh?

Level Three and Four

Samhain-Grim's "Alucard path" run is generally followed.
I manipulate the first Flying Skull to drop a clock sub-weapon. This weapon switch is only possible in hardmode because there is no Medusa Head in that room under the normal difficulty. As mentioned before, the amount of hits Trevor can handle is very limited. I managed to pass the forest without getting hurt so Trevor can pass the Bone Pillars later without wasting much time.

Level Five

The lower path is chosen for Block 5-05 to avoid getting killed by spikes because Trevor is hit by a hardmode-exlusive ghost in the early part of the level. Mummies can generate flying bandages in hardmode. It's a kind of annoying. Again, Samhain-Grim's strategy is used for the Alucard fight. Alucard doesn't ask Trevor to team up this time since he knows Trevor is going to the Sunken City. You know, vampires hate water.

Level Six

The White Dragons are tough to pass. It takes tons of manipulating to pass the first two without getting hurt. I have to get a piece of pork from a brick (yeah, Castlevania speciality!) to enable Trevor to survive the other White Dragons. You can see how hard the second half of this level is by looking at the water level after the boss is defeated. The time still looks tight, even in a TAS.

Level Seven

The block dropping rooms are surely a pain since Alucard is not in the team. I hope those parts don't look too boring for you. The room with most moving platforms is still almost skipped even without Alucard. I try to follow Samhain-Grim'strategy for the bosses from three cofins, but the Red Dragon seems to have diffetent moving paterns in U version. Luckily, the stategy still works pretty well after some modifications.

Level Eight

The zombies now actually look like the ones from the first stage of CV1. They are tougher than the zombies we met in Level One of CV3 though. Each of them takes two hits to be killed. It's not worthy to try to kill the Axe Men (sounds weird?) so why not just walk through them. I mean after Trevor gets hit, of course.

Level Nine

I pick up Axe as the sub-weapon for the final part of the game. For obvious reasons, Trevor can't stand right next to Doppelganger and beats it to death because he can't kill it before it kills him. Axes seem to fit the strategy pretty well though.

Leven Ten

Dracula seems to be less sensitive than he is in J version. Trevor has to walk deeper into the room before Dracula notices him. I try to follow Scrimpeh's strategy for the final fight, but Trevor is obviously not as nimble as Grant. The sub-weapon triplelizer turns out to be useless for the second and third phase, but it actually can save some frames during the first phase, at least for Trevor. The total time used for this fight with axes seems to be more than that of the fight with crosses in Samhain-Grim's "Alucard path" run. I hope the slower fight is caused by more lagging. I hope. BTW, the real credit of staff members is shown during the ending since the game is beaten in hardmode.

Possible Improvements

  • At the end of Level Five, it might be faster to jump toward the door before automatic walking is triggered.
  • I shouldn't need to jump to get those two hearts in the second room of Block 8-01. The hearts are just enought without them.
  • It might be faster to throw a cross at the beginning of the room with tons of stairs in Level Nine.
  • The Doppelganger fight might be faster if the triplelizer is received before the fight.
  • The overall luck manipulation should be improvable, especially hearts management and moving platforms manipulation. These are harder for Trevor, though.

Special Thanks

  • Scrimpeh, for the "Grant path" run and advising about using axes for the last level.
  • Samhain-Grim, for the "Alucard path" run and "Sypha path" run.
  • Creatus, for motivating.
  • Graywords, for providing a RTA with related goals.
  • Whoever I may have forgotten, and YOU, for reading the entire submission text and watching the movie.

Final Words

It might be late, but... merry Christmass and happy new year!
Yep. That's all.

feos: Wiki doesn't like long preformatted lines.
Noxxa: Judging.
Noxxa: Good audience response to a good-looking run. Accepting to Moons as "hard mode" category.
Guga: Processing...

TASVideoAgent
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I liked it. Very entertaining cross usage, and the run looked pretty well optimized from what I could see. Yes vote.
Invariel
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Dammit, Scrimpeh, I was going to say the same thing about the cross usage. :) That was a really enjoyable watch.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
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Excellent run! Even if this path contains lots of waiting, I think it deserves own category. And run itself was entertaining and smooth. Congratulations Fortranm and thanks for delivery! :)
Fortranm
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Thanks guys! The movie seems to sync perfectly on Bizhawk 1.9.1. I forgot to mention that this run also features all five sub-weapons for Trevor in some ways. The knife is never actually gotten, but you can see it being dropped by a Skull Knight in Level Six. :P
Sir_VG
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Crappy encode (not to TASVideo standards, but it works). https://www.mediafire.com/?06qlq707r579lc1
Taking over the world, one game at a time. Currently TASing: Nothing
mklip2001
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I played this game a lot when I was younger, and I never knew about the AKAMA code. It's sort of interesting. It seems like you get a lot more enemies in the first few levels, but then it's roughly the same number in later levels. They do get tougher, though. I also liked seeing the Skull Heads replace the Medusa Heads in this difficulty mode. This was a great choice of goals to play through. I remember having so much trouble beating the sunken city even on the normal mode! Does the water rise at the same rate in normal and hard modes? The downside of this route is Stage 7-05 without Alucard, but it's easy to fast-forward that. On the plus side, the Doppelganger fight in Stage 9 is more interesting too. This was a great run, and I'm happy to vote Yes on this.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
AntyMew
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Not enough lethal precipitation or ULEULEULE, extremely disappointed. Enthusiastic yes vote @publishers: I'll encode this one
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fsvgm777
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This is a quite interesting case. There are differences between the Japanese Hard Mode and the Western Hard Mode: http://tcrf.net/Castlevania_III:_Dracula%27s_Curse#Second_Quest From my viewpoint, the Western Hard Mode is harder than the Japanese Hard Mode. By the way, as you may know, the "AKAMA" code does not work in the Japanese version. However, there's another way to access Hard Mode immediately, which does work in the Japanese version. From VGMuseum: "(4) Hard Mode: In addition to already mentioned name-entry code, you can access the the Hard Mode using the name "Gameteam" and the password shown below. Finishing the game under this condition will earn you a small bonus--you'll this time see ending credits (that is, actual staff names) rather than the usual listing of allies. (Contributed by Belmontvlad.)" Anyway, this TAS was very well made. Yes vote.
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Fortranm
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mklip2001 wrote:
I remember having so much trouble beating the sunken city even on the normal mode! Does the water rise at the same rate in normal and hard modes?
I don't think so. The absence of Grant and Alucard can be the reason why time looks tight in this run though.
fsvgm777 wrote:
This is a quite interesting case. There are differences between the Japanese Hard Mode and the Western Hard Mode: http://tcrf.net/Castlevania_III:_Dracula%27s_Curse#Second_Quest From my viewpoint, the Western Hard Mode is harder than the Japanese Hard Mode. By the way, as you may know, the "AKAMA" code does not work in the Japanese version. However, there's another way to access Hard Mode immediately, which does work in the Japanese version
I actually realized these facts from the RTA Graywords provided in the CV3 topic. These factors made me determine that I would keep using U version. The hardmode-only enemies in U version would increase the sense of difficulty, I thought.
Anty-Lemon wrote:
Not enough lethal precipitation or ULEULEULE, extremely disappointed.
It's gonna take three centuries for Belmont to learn creating lethal precipitation and another three centuries to learn ULEULEULEULEULEULEULEULEULE. Be patient. :)
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2753] NES Castlevania III: Dracula's Curse "Trevor, Sunken City path" by Fortranm in 30:19.64
Joined: 7/2/2007
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Sorry for the late response on this; I only just got around to finishing watching. In the vertical scrolling section in the last level (28:07 in the YouTube encode), you stand on some of those crumbling blocks and it seems to cause an awful lot of lag. Could this be avoided by using an alternate descent, or is the lag just a coincidence and nothing to do with the crumbling blocks? If it instead has to do with other activity, maybe killing the skull enemies could help reduce lag there? There's also one last jump right at the end of the game that looks superfluous, like input could maybe have ended slightly earlier. I may be misunderstanding the sequence of events there though. Otherwise this run looked decent, but I have to say that the NES Castlevanias limit your movement options so much that I'm not really a fan of taking away more opportunities for damage-boosting, let alone the more varied protagonists that the various other branches allow for. That's more of an entertainment complaint than an execution one though.
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Fortranm
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Derakon wrote:
Sorry for the late response on this; I only just got around to finishing watching. In the vertical scrolling section in the last level (28:07 in the YouTube encode), you stand on some of those crumbling blocks and it seems to cause an awful lot of lag. Could this be avoided by using an alternate descent, or is the lag just a coincidence and nothing to do with the crumbling blocks? If it instead has to do with other activity, maybe killing the skull enemies could help reduce lag there? There's also one last jump right at the end of the game that looks superfluous, like input could maybe have ended slightly earlier. I may be misunderstanding the sequence of events there though. Otherwise this run looked decent, but I have to say that the NES Castlevanias limit your movement options so much that I'm not really a fan of taking away more opportunities for damage-boosting, let alone the more varied protagonists that the various other branches allow for. That's more of an entertainment complaint than an execution one though.
The lag manage is possibly improvable, but from what I tested, whipping enemies didn't seem to increase or decrease lagging. The last input, "A" for a jump, is necessary in order to make Trevor land in the middle of the floating platform so the red orb can hit him.
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Any chance we'll be seeing more Hardmode TASs? Would they obsolete the current runs even if they don't beat their time? Or will the JP and US versions get separate entries?
"The guy was fatally injured and wants to be covered by God's tears (rain) before he dies. God is too busy to bother because it wastes frames." Frames 16:26
adelikat
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I'm late to the party, but I just wanted to say I really like the goal choices in this run. I've often been critical of arbitrary goal choices and tend to seem conservative in what I find acceptable. But in reality, I just have very high standards. I think this run is a great example of carefully crafting choices into a really good TAS. The run features what other runs don't (a very important detail with new categories), but fits them together in a common theme (difficulty), and made an entertaining result overall. It isn't enough to simply smoosh a bunch of new things in a run, they need to make sense together, and this movie does that well. Well done. I still like grant better for TASes as he has very interesting possibilities and this run does suffer a bit in lack of variety by using the same character. But, nonetheless this is very entertaining and enjoyable movie
It's hard to look this good. My TAS projects