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  • FCE ULTRA .98
  • contraj.nes
  • Takes no damage
  • Abuses luck
  • Uses a foreign version to save time
Please don't vote "yes" just because the time is faster!!!
It is, in fact, actually slower than the single player run. This is the Japanese version of Contra (contraj.nes) in which there are added background animations (I won't spoil where, in case you haven't seen the game, but level 8 is creepy), a slightly better ending, and cut scenes and a map in between every stage, which you won't see. You won't see them because, in this version, they can be skipped, unlike the US version which takes a couple of extra seconds every stage. By skipping these, I saved about 22 seconds, and I don't want to sound modest, but it really wasn't that much work. Personally, I think it makes for a much faster paced movie.
Apart from these differences, there is absolutely no change in gameplay.
If this were played on the US version, it would be 798 frames faster than my previous submission of 9:54, and 378 frames slower than Genisto's single player run of 9:34, putting this run at 9:40 by comparison.
As for the run, I think I'm getting the hang of this now. Every stage is faster. I saved bunches of time in Base 1 by sticking to the default weapon instead of the fire. The default damages enemies as much as every other bullet in the game, but it's just as fast as the lazer.
I also saved much time in Snow Field because of the suggestions I received from my last run for the spikey tanks. They fell about 2 seconds faster each by jumping into them instead of waiting.
As for lag, I'm happy to say there is none. By sticking to my plan of 2 lazers instead of 2 spreads, as well as alternating the shots instead of firing them simultaneously, I was able to avoid lag altogether.
Again, sorry for my stubborn opposition to the spread guns, but while they may save a touch of time, they're not effecient or predictable in the slightest in the bases and, IMO, even when they're not causing lag, they just look sloppy as hell.
Anyway, hope you enjoy this, and I'm anxious to hear some opinions :)
Oh, and special thanks to CoolBumpty for his comparison of the single player and my last runs. It helped me out quite a lot, especially knowing the bosses spawn later with 2 players.

adelikat: setting this run to delayed in hopes it will stir up some discussion.
I am troubled by some people in IRC's opinion that this run "gets a faster time by playing a different version". This is not what is going on here. The author has very conveniently given the exact frame comparsions, showing that it is comparaibly slower than genisto's run. The choice of rom is because it is more entertaining with better graphics and less black screen time.
It is my opinion that this run should be accepted because it is entertaining and is awful close in time to the 1-player version. Eventually, the use of the spread gun may prove faster (and obsolete this), but I don't feel this run is flawed for its weapon choice.
Also, I think it should obsolete the pacifist run, here is why: the 1-player is the "completes game as fast as possible" The 2nd run of this game should be the "play-around" category where the author intentionally gets a slower time for the sake of entertainment. In that category, the 2-player run trumps the pacifist run.
I no longer feel this way because, upon further examination, I believe that the 2-player run can made faster than the 1p run. As a result, a hypothetical future 2p run should obolete the 1p run instead. The pacifist run should be left as the "playround" category run for this game.
Even published along side the other two, this run should be published.
Note to publishers: At this point I am actively improving this run.

adelikat: Well, Response is good enough to accepting this run.

Bisqwit: Mr. submitter, are you still "active improving" this run?

adelikat: This may be unprecedented, but I am now rejecting this submission.
Shortly after accepting this run, I began an improved version of the 1p run. Carefully study of that 1p run and this 2p run led me to conclude that a 2p run will in fact be faster. I am now working on a 2p run. There are many optimazation that can be done.
1) Weapon choice. Spread isn't always the optimal choice, but laser and fire never are. I won't go into the exact frame counts for this here.
2) The jumping glitch can save significant time in level 3.

Former player
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
Why are you reading the (wrong) text? Look at the title screens. The Japanese version was released first.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Active player (277)
Joined: 5/29/2004
Posts: 5712
http://futuregamez.net/ps2games/neocontra/neocontra.html "First released in 1986 (and renamed Gryzor in Europe)" See, I can grab quotes off random websites too.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
魂斗羅 魂 - kon 斗 - to 羅 - ra Also the reason the Japanese version is better in every way is because it contains an extra chip in it. Konami did that for a lot of games.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Imo, it doesn't look so much better. It is snowing in one stage and fir trees that are shaking. I didn't noticed anything else.
Active player (277)
Joined: 5/29/2004
Posts: 5712
And the alien lair is squishy! And there are cutscenes that don't matter because a speedrunner skips them anyway!
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
hmm, I also notice that waterfalls are blue in the J version while it's blue-green in the U version which is better because there's pollution. So, -1 point for the J version. :P
Joined: 3/23/2006
Posts: 15
Sorry for the confusion. Of course I wasn't trying to obselete the single player run, rather I was trying to create a new category for a run, which is what has been attempted at least two times before. I just didn't see the need to add all that filler text a third time, but I had no intention of misleading anyone into thinking I was trying to use a faster rom to get a faster run. That's why my first line was "Please don't vote 'yes' because the time looks faster!!!" The reason I did the comparisons was so everyone could get an idea of where this rated in regards to my older run and the single player run, not intending on obseleting anything. All of the two player run submissions to date have been compared to the 1-player run, so it seemed important for people to know what this time would have been if it were played with the same version of the game. Anyway, as for the waterfall glitch, I did attempt it, and there were two spots I pulled it off in testing. I have a better understanding of how to do it, but I still don't know exactly how it works. When it does work, you can jump one frame faster than you could before. This creates sort of a bouncing effect with the player, because he won't land and stand straight for a frame before jumping again. The first time, I could only get player 1 to do it because player 2 was dragging behind as a result of the stage design (the first platform they jump to in the level needs to be walked to, putting player 1 ahead). Player 1 was so far ahead, 2 actually died in a couple of test runs. Anyway, as soon as I reached the next floating island, player 1 needed to wait anyway. The second time, I hit it at the top of the waterfall with both players, as I did with my previous submission. And, again, I nailed the island too early. It was coming towards me, just out of range for the jump. So, I had to wait for it to reverse directions then jump. It didn't save any time and it actually looked slower because of the waiting, so I opted to just make the normal jumps. I would love to explore this further, but I just can't figure out exactly how it works. As for flaws other than the jump glitch, can someone explain? I'm not sure what you mean. (Still learning here - I guess technically, this is only my 2nd TAS ever, both for the same run.) I'll fix 'em.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
flaw is the fact that you didn't used the spread gun to beat bosses a lot faster.
Player (51)
Joined: 10/6/2005
Posts: 138
Location: Oregon
architorture wrote:
Anyway, as for the waterfall glitch, I did attempt it
Cool. Thanks. I figured having two-players would screw it up. However, if I can remember your run without re-watching it, at some point in the level Bill and Lance were synched up, so theoretically, you could do the jump glitch/trick with both of them jumping at the same time, and hence one wouldn't be ahead of the other. For example, you could have done it after all the moving platforms, in the same place that Genisto did it in his one-player run.
Joined: 1/10/2005
Posts: 63
two player run, looked very good to me.
AnS
Emulator Coder, Experienced player (723)
Joined: 2/23/2006
Posts: 682
YES vote. I'm also tired of Contra runs that stick to spreadgun, it's just unfair. :) And I don't see a reason why this run should obsolete something. If I make dualTAS (Contra+SuperC), would it be obsoleting anything? No, it wouldn't. Same with this 2p run.
Former player
Joined: 6/2/2006
Posts: 63
I liked this movie a lot, games are always more interesting to watch when there are more players. Tough to vote however because this movie is not optimized. I don't think that movie should obsolete either of the two other existing movies however because this movie falls into a category of its own. Besides there is nothing wrong with having pacifist contra runs... Battletoads has 3 movies, each are different, so in my opinion I think contra is entitled to 3 as well.