Disclaimer: No aliens were harmed in the making of this TAS

Introduction

This is an improvement of 245 frames over my previous Contra pacifist movie.
I recommend downloading the release package from my TAS SVN.
This package includes:
  • The movie file & this submission text
  • Savestates for every area (Windows users can just drag & drop them onto the emulator to view any area in any order)
  • A spreadsheet showing frame comparisons to my previous movie
  • 2 memory watch files that were used in the making of my contra TAS movies.
  • A /Fails folder demonstrating the two ideas I had for improving the area 3 boss/area 4 using the spread gun and how the end up being slower.
I started this improvement in March of 2007, shortly after finishing my 2-player version of the game. While doing the 2-player version I had found one extra place to do the "Jumping glitch" in area 3 (explained in Area by Area). This would save 60 frames in the pacifist version. I redid my published movie (starting from that spot in the movie) and got to the boss 62 frames faster. However, I got an idea that might improve the movie further by trying to use the spread gun on the area 3 boss & area 4. The idea was difficult to test and caused me to lose motivation and ultimately abandon the movie. This summer I created my adelikat-TAS SVN. In the process I began uploading all my old unfinished works. This led me to tinkering with this movie again and regaining my motivation.

Fails

  • Idea 1: Get the spread gun in area 3 and use it through area 4
    • Pros: Beats the area 3 boss 290 frames faster
    • Pros: It is indeed possibly to do the "single stream" spread technique in area 4 while still not harming enemies, with only minor losses in frames.
    • Cons: A lot of time is lost on the first screen setting up the spread optimizing (about 50 frames)
    • Cons: Time is lost by having to avoid killing enemies with the constant stream of bullets
    • Cons: The real problem comes from not having an R upgrade (which causes bullets to be faster). An R upgraded regular weapon is superior to a spread gun that is not R upgraded. Therefore in this scenario, the 290 frames saved on the area 3 boss will be lost by the end of area 4.
  • Idea 2: Get the spread gun. Then beat the area 3 boss, but die just as the last shot is delivered to the boss.
  • Pros: It is possible to have enough extra lives and still do this by shooting and getting all the weapon upgrades in area 5
  • Pros: Avoids the losses due to having a spread gun
  • Cons: Again, the lack of the R ugrade. This casues about a 20 frame lost for each turret needed to be shot. This adds up to well over the 290 frames saved by using the spread gun on the area 3 boss.

Misc. notes

Area by Area

  • Area 1 & 2
No change from the published movie
  • Area 3
Total improvement: 91 frames
I used the "jump glitch" one more time to save 60 frames. I used the "anti-jump glich" twice to save 2 additional frames. I fixed a logic flaw in the boss fight resulting in 29 more frames. The error was jumping up and shooting the first 4 bullets at the peak of a jump. The correct logic is to shoot them from the ground and then jump and shoot the 2nd "round" at the peak of a jump. I nor anyone that watched the published movie ever noticed this error.
    • The jump glitch
This is a glitch that takes advantage of the vertical screen scrolling. By moving left then right while jumping up, it is possible to jump a greater distance than usual, resulting in landing on platforms that would normally be impossible. Each time this is done, it saves the time it takes to make 1 jump; which is 60 frames.
    • The anti-jump glitch
The glitch can also be used to shorten the distance you jump slightly. This is done to make sure to land on platforms 1 frame sooner than you would otherwise.
  • Area 4
Total improvement: 25 frames
3 frames were improved in room 2 with a bit of input trickery. 22 frames were saved with an altered strategy on the 3 icons at the beginning of the area 4 boss.
  • Area 5
Total improvement: 58 frames
Nearly all of these frames come from an improved boss fight. I used a strategy of jumping while delivering the shots. This was originally pointed out by Truncated in my previous submission.
  • Area 6
Total improvement: -12 frames
Murphy's Law of TAS: If a game is afflicted with unmanipuatable randomness any improvement to a TAS will result in worse randomness.
The area 6 flames and the area 7 claws both are random and determined by a global timer: 001A. This timer counts 0-255 and runs continuosly while the game is running. Therefore, it is not manipulatable.
In both area 6 and area 7 I got wrose randomness than my previous movie; resulting in lost time.
In area 6 the time lost was greater than any time I gained. So my net time was 12 frames slower than the published movie.
I lost time on 2 of the flames which cost 47 frames. I gained 32 frames on the boss. I gained a few frames here and there in addition to that.
  • Area 7
Total improvement: 76 frames
I lost some frames due to worse claw randomness but also got some better randomness too (I think a net loss overall). I found a number of time savers by using better strategies dealing with the claw sections.
  • Area 8
Total improvement: 7 frames
Improvements here come from 1 less jump, and very marginal improvements to the 2 bosses.

Summary

  • Pacifist (no killing or harming enemies unless it is requires to comlete the game)
  • Aims for fastest time
  • Manipulates luck
  • Genre: Shooter
  • Emulator: FCEUX 2.1.1 (Actually it was started originally in FCEU 0.98.16)

mmbossman: Accepting as an improvement to the published movie.
ShinyDoofy: Will process...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15629
Location: 127.0.0.1
This topic is for the purpose of discussing #2373: adelikat's NES Contra "pacifist" in 09:41.36
Skilled player (1828)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Nice improvement. This kept me entertained the whole way through. Here's a yes vote from me. And I too know "Murphy's Law of TAS" far too well... *shrug*
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
Oh, yeah. Like the improvement! Yes vote.
Joined: 7/1/2008
Posts: 272
nicely done. i don't know if this was in previous versions, but i loved how you skipped the minibosses in the snow level. Definite Yes.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Nice improvements, the contra games never get boring, no matter if it's on NES, SNES or DS... Yes vote.
I am old enough to know better, but not enough to do it.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Nice job! The improvements around the claws in Stage 7 are really noticeable compared to the old run. I'm curious about a few things, if you could explain: 1. You sometimes have stray shots with the regular weapon. How does that help? 2. Why is in that in Stage 5, you can get past the first tank dying once, but you need to die twice on the second tank?
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.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
mklip2001 wrote:
1. You sometimes have stray shots with the regular weapon. How does that help?
Ah yes, I neglected that in the submission text. Stray shots are to manipulate the random enemies. If they appear in front of me I have to jump over them. Jumping costs 1 frame, so it is better to shot to change their behavior to appear behind you.l
2. Why is in that in Stage 5, you can get past the first tank dying once, but you need to die twice on the second tank?
The 1st tank stops for a shorter period of time.
It's hard to look this good. My TAS projects
Joined: 6/23/2009
Posts: 150
Nice improvements. Always a pleasure to have a contra run to watch. Those never get old.
Joined: 6/20/2008
Posts: 150
Noob question. Why's the J version used?
Joined: 7/13/2006
Posts: 61
Priam wrote:
Noob question. Why's the J version used?
I'm assuming because it has some extra animation vs. the US version. A purely aesthetic reason. The actual gameplay is 100% the same. Correct me if I'm wrong, but I believe that the movie file for the Japanese version will actually sync with the US rom.
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
Nope, the Japanese version also allows you to skip the map screens between the levels, saving major time. Add ~22 seconds to get a corresponding US ROM time.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Removed by request.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
adelikat wrote:
Murphy's Law of TAS: If a game is afflicted with unmanipuatable randomness any improvement to a TAS will result in worse randomness.
Ugh, that is too true :( Voted yes.
Agare Bagare Kopparslagare
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Removed by request.
Joined: 6/4/2009
Posts: 893
yes vote, also for the continious timer, can't you loose some frames so you get a different patern in the flame/ claws ?
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
You would have to lose more than you would gain.
It's hard to look this good. My TAS projects
honorableJay
He/Him
Joined: 8/18/2008
Posts: 104
Location: Albany, NY
Just a question: I know it's possible on the American version of the game (I've done it on the real thing) but in the Japanese version, stage 3, when you get to the second floating rock (right after the fire bridge and barrier powerup) is it possible to jump directly to the rock from the right of the screen or do you have to go to the left first? Years ago I remember jumping directly to the rock by accident and couldn't figure out how I did it.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15629
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. ---- [1345] NES Contra (Japan) "pacifist" by adelikat in 09:41.36