This TAS improved 35 frames than the previous one. The main improvement comes from the second and third stage. Before the third stage boss, we got a 40 frames improvement, equivalent to 5 frame rules. But because of the bad RNG, we lost 5 frames at Stage 6 and Stage 7. All this thanks to our deeper understanding of the game mechanism.
Stage2: We saved 21 frames in 1st tunnel. The HP of the mechanism is 8 points, and we killed it in 9 frames. This technique comes from the control of shared bullets. Previously, we thought that only by hitting the enemy or mechanism with bullets can make the bullets be layered. And then we found that by sharing bullets can also layer bullets. We started using this technique in the pacifist TAS that we submitted this year. This technique was used to avoid lag in pacifist. Later we realized that it could also be used to improve any%. But this technique is not easy to control, especially in the second stage, 1p and 2p's bullets fly with different speeds.
Stage3: In the position close to the boss, we used special jumping method to make 1p exceed 2p. By this way we saved 15 frames. The principle is to use 2p rolling screen to make 1p jumped higher. Because of the characteristics of the game, 2p can't exceed 1p.
Up to now, we saved 36 frames in total. Because of the 8 frames rule, we must find out other 4 frames improvements. This became our biggest problem. The Boss 2 fighting has 2 frames improvement, that's what we knew before, but because of the frame rule we didn’t done it in the previous run. Slowed 1 frame of the 1st jump in stage 3, this will save one frame for the next jump. Finally, we made a continuous jump on the last mobile platform, saved 1 frame, this almost leads us to the result of exhaustive efforts.
Screenshot suggest 29423F

ThunderAxe31: Judging.
ThunderAxe31: File replaced with a 1 frame improvement.
ThunderAxe31: Un-claiming.
Samsara: Un-un-claiming.
Samsara: It's been a while since I've seen a Contra TAS, so seeing what you two have done with the game was an absolute treat to watch. I really enjoyed how subtle some of the playaround stuff was: It shows that great care was taken into making every frame of the movie entertaining, even down to the input on the title screen mimicking the explosion effect, which is something that most people watching the run would never notice. The quicker tunnel section also adds some much needed brevity to the slowest section of Contra, making the pacing just that much better. Fantastic work!
Accepting as an improvement to the published run!
Spikestuff: Publishing.

TASVideoAgent
They/Them
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This topic is for the purpose of discussing #6900: Mars608 & aiqiyou's NES Contra in 08:37.76
Experienced player (632)
Joined: 1/23/2019
Posts: 38
Location: China
You're great. The improvement is too fast
xxezrabxxx
He/Him
Joined: 7/15/2017
Posts: 199
Location: Kentucky
Link to video Temp encode for your pleasure. Nice submission number lmao. Anyways, nice improvements, yes vote obviously.
I like to comment on submissions and look around the site. You have probably seen me before (if you have been around for a while) either on the site, Discord, or any other social media. I recently took up making temporary encodes for new submissions. Also, I never forget to greet Tompa wherever I find him! "when resyncing stuff sucks it's called Resuccing" - EZGames69 “If an emulator stops being accepted to the site it should be called an emuLAMEr” - EZGames69 "oh no discord, everything I say will now be logged forever, sdfsdf, time to hide" - Masterjun "just had to give therapy to a taxi with daddy issues" - psx Current Projects: Mother 3 (75% complete)
Post subject: Movie published
TASVideoAgent
They/Them
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Joined: 8/3/2004
Posts: 14776
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4312] NES Contra (Japan) "2 players" by Mars608 & aiqiyou in 08:37.76