My feelings on The Demon Rush
Game Page: http://speeddemosarchive.com/Contra3.html
Jonas 'Hurblat' Martinsson's hard difficulty run
Verifier Responses
Decision: Accept
Reason: This run doesn't just look like TAS, it looks like DAMN TAS!
Jonas 'Hurblat' Martinsson's hard difficulty run
Verifier Responses
Quote:
Contra 3 Verification respond
Damn this run was awesome. Its take MR Mike time down by 17 seconds.
Im not pick up many mistakes here.
-I think wall boss level 3 could be done in one round, but its might be really hard and requires alot luck
-Rope boss level 4 could be one seconds faster
-There was stops end of the level 5, because runner have bad enemy locations.
-Taking S-weapon look like accident level 6.
I was really happy to see really good level 4 boss fight. Also runner did really nice silver Dragon fight level 6. I think these both was faster than Mike did.
I will
ACCEPT. this run
REASONS. Im not was believe anyone can take Mike run down soon like this
Let see can "BIG BAD" dictator of the SDA Mr Wuyma take his WR back in future. He have to make a lot job with this.
Yeah and i forget to say:
DAMN THIS RUN LOOK LIKE TAS.
Damn this run was awesome. Its take MR Mike time down by 17 seconds.
Im not pick up many mistakes here.
-I think wall boss level 3 could be done in one round, but its might be really hard and requires alot luck
-Rope boss level 4 could be one seconds faster
-There was stops end of the level 5, because runner have bad enemy locations.
-Taking S-weapon look like accident level 6.
I was really happy to see really good level 4 boss fight. Also runner did really nice silver Dragon fight level 6. I think these both was faster than Mike did.
I will
ACCEPT. this run
REASONS. Im not was believe anyone can take Mike run down soon like this
Let see can "BIG BAD" dictator of the SDA Mr Wuyma take his WR back in future. He have to make a lot job with this.
Yeah and i forget to say:
DAMN THIS RUN LOOK LIKE TAS.
Quote:
Master-88 (come on everyone knows it's him): Destroying the level 3 wall boss in one round requires a different pattern. The boss has to stab the wall twice to make that possible. Also, taking the Spread looks weird, but I don't think the runner lost any time collecting it.
This is Mike Uyama. I don't really care about making my identity a secret, and I can safely say that if any run beats mine, I'm glad it's this one. The 14:53 run on the forums honestly pissed me off because it looked like Hurblat beat me with better strats but worse execution, but this run definitely flat-out beats my run, and it's a damn fine addition to the site.
To be honest, this run makes me feel stupid, because some of the new strategies he discovered are based on concepts I already knew (point-blanking means faster killing, and slowdown management).
Stage 1: Hurblat failed to mention I used the S-C combination in both my CGDQ and AGDQ runs, but I forgive him. I'm not sure how much time he saved getting less lag but backtracking a bit in stage 1, but I guess it was .1 second like he claims? I'm not tompa. I don't enjoy counting frames.
Stage 2: I never thought of going backwards to minimize lag on the final turret, smart! That stage 2 boss strategy is not only really fast, but it's a lot easier than it looks once you get the positioning down.
Stage 3: Funny how you make the same mistake on the rotating platform before the rail with the alien flies. AHHHHHHHHHHHH YOU MESSED UP THE MINIBOSS QUICK KILL. IT WAS FEATURED IN THE CGDQ TRAILER, HOW DARE YOU SCREW UP SOMETHING SO IMPORTANT. REJECT REJECT REJECT REJECT. Okay, moving on. I don't know how moving around manipulates this boss, but Hurblat got a faster pattern than me, so whatever he did worked. The bomb/wingman boss was kind of bad, but the robot twins more than made up for it - more aggressive play and better luck on the robots (though not perfect).
Stage 4: The tightrope boss and weird boss before the helicopter went a bit worse than in my run. You know I think I tried doing what Hurblat did against the jetpack boss once or twice, but I couldn't get it down that quickly so I gave up on it. The two slower fights I mentioned don't even matter because that was the best fourth boss I've ever seen. I actually figured out the better position for taking out the top gun (like in this run) and that using a bomb was pointless after I did my run (I think Mr. K told me that too), oh well. :-/ Anyway, the fourth boss is definitely the highlight of the run to me, especially since it's faster than I've ever done it.
Stage 5: Why didn't I think of taking the bottom to skip rather than the top? I was never very good at dealing with the swirly sand even though I knew what to do (make sure the moment you tap L the second time is the moment you enter the sand), so Hurblat does better than me there, but he gets really fucked on the enemy spawns near the end of the stage, forcing him to stop and kill. The 5th boss strategy is really smart! It's a bit tough to do, but it's by far the quickest way to beat the boss.
Stage 6: Like I said earlier, collecting the S doesn't waste any time (or if it does, it's negligible). Hurblat says he is deliberately shooting, which is true, but what's funny is that I died in my CGDQ run because I fired downward too early (or I should have just fired backwards), and he would have died in the same spot I died in my AGDQ run because he didn't fire up and to the right where I died. He says that's because he didn't see anything there, but those aliens are fast, so I'll believe it when I see it.
Anyway, the strategy against the Gargoyle is good, better than mine because it one-rounds the Gargoyle consistently. It is possible to one-round the Gargoyle without a bomb, but it's so hard to do (every single shot and explosion has to connect) that I'd say bombing it for one-round consistency is a much better idea.
The brain battle is better than in my run. It's funny, because whenever I screw up timing, it's because I shoot too late, and whenever Hurblat screws up timing, it's because he shoots too early.
Basically most of the things Hurblat screwed up on were a lot smaller (except the first miniboss in the third stage!) than the things he saved time on, and the timesavers he found are really great. However, I wouldn't be surprised if Mr. K (the PHD in Contra 3) found a couple of those timesavers.
Accept Accept Accept!
P.S. I really doubt I'm going to try to improve this run. It would probably take me at least 5000 attempts to shave maybe a couple of seconds off the time. The only chance of it happening is if Mr. K finds a significant time saver, and even then, I'm not sure.
This is Mike Uyama. I don't really care about making my identity a secret, and I can safely say that if any run beats mine, I'm glad it's this one. The 14:53 run on the forums honestly pissed me off because it looked like Hurblat beat me with better strats but worse execution, but this run definitely flat-out beats my run, and it's a damn fine addition to the site.
To be honest, this run makes me feel stupid, because some of the new strategies he discovered are based on concepts I already knew (point-blanking means faster killing, and slowdown management).
Stage 1: Hurblat failed to mention I used the S-C combination in both my CGDQ and AGDQ runs, but I forgive him. I'm not sure how much time he saved getting less lag but backtracking a bit in stage 1, but I guess it was .1 second like he claims? I'm not tompa. I don't enjoy counting frames.
Stage 2: I never thought of going backwards to minimize lag on the final turret, smart! That stage 2 boss strategy is not only really fast, but it's a lot easier than it looks once you get the positioning down.
Stage 3: Funny how you make the same mistake on the rotating platform before the rail with the alien flies. AHHHHHHHHHHHH YOU MESSED UP THE MINIBOSS QUICK KILL. IT WAS FEATURED IN THE CGDQ TRAILER, HOW DARE YOU SCREW UP SOMETHING SO IMPORTANT. REJECT REJECT REJECT REJECT. Okay, moving on. I don't know how moving around manipulates this boss, but Hurblat got a faster pattern than me, so whatever he did worked. The bomb/wingman boss was kind of bad, but the robot twins more than made up for it - more aggressive play and better luck on the robots (though not perfect).
Stage 4: The tightrope boss and weird boss before the helicopter went a bit worse than in my run. You know I think I tried doing what Hurblat did against the jetpack boss once or twice, but I couldn't get it down that quickly so I gave up on it. The two slower fights I mentioned don't even matter because that was the best fourth boss I've ever seen. I actually figured out the better position for taking out the top gun (like in this run) and that using a bomb was pointless after I did my run (I think Mr. K told me that too), oh well. :-/ Anyway, the fourth boss is definitely the highlight of the run to me, especially since it's faster than I've ever done it.
Stage 5: Why didn't I think of taking the bottom to skip rather than the top? I was never very good at dealing with the swirly sand even though I knew what to do (make sure the moment you tap L the second time is the moment you enter the sand), so Hurblat does better than me there, but he gets really fucked on the enemy spawns near the end of the stage, forcing him to stop and kill. The 5th boss strategy is really smart! It's a bit tough to do, but it's by far the quickest way to beat the boss.
Stage 6: Like I said earlier, collecting the S doesn't waste any time (or if it does, it's negligible). Hurblat says he is deliberately shooting, which is true, but what's funny is that I died in my CGDQ run because I fired downward too early (or I should have just fired backwards), and he would have died in the same spot I died in my AGDQ run because he didn't fire up and to the right where I died. He says that's because he didn't see anything there, but those aliens are fast, so I'll believe it when I see it.
Anyway, the strategy against the Gargoyle is good, better than mine because it one-rounds the Gargoyle consistently. It is possible to one-round the Gargoyle without a bomb, but it's so hard to do (every single shot and explosion has to connect) that I'd say bombing it for one-round consistency is a much better idea.
The brain battle is better than in my run. It's funny, because whenever I screw up timing, it's because I shoot too late, and whenever Hurblat screws up timing, it's because he shoots too early.
Basically most of the things Hurblat screwed up on were a lot smaller (except the first miniboss in the third stage!) than the things he saved time on, and the timesavers he found are really great. However, I wouldn't be surprised if Mr. K (the PHD in Contra 3) found a couple of those timesavers.
Accept Accept Accept!
P.S. I really doubt I'm going to try to improve this run. It would probably take me at least 5000 attempts to shave maybe a couple of seconds off the time. The only chance of it happening is if Mr. K finds a significant time saver, and even then, I'm not sure.
Quote:
This run is approximately 17 seconds faster than the current run. The main improvements are in the boss fights. What will be particularly striking to most viewers will be the improvements made to the stage 4 boss fight, the stage 5 boss fight, and the less frequent use of bombs in some difficult areas of the run. The rest of the improvements are small optimizations in each stage. This run is not as "lucky" as the current run in that there are some unlucky random spawns of enemies in top view stages, however better planning on these stages makes up for it. Execution of all of the timesavers in each stage is extremely difficult to pull off and while there are a few areas of the run that are slower than the current run, on a whole it is top notch. This is an excellent run and I am very impressed with it. It's also great to see that people are still running this game and finding new tricks. Here are some technical comments I do not expect you to care about.
+ is time saved over the current run
- is time lost over the current run
*I am too lazy to calculate the exact amount of time
**This list is not comprehensive
Stage 1
+Does not "feint" as much while clearing the base walls
+Does not "feint" while collecting bomb and barrier
+Uses spread/crush on tank
+Goes under second rising fireball
+Very Slightly faster second boss kill
Stage 2
+Uses only three crush missiles on first bunker to reduce lag
-Two rough spawns cause delays after destroying second bunker
+Destroys last bunker off screen to reduce lag
+New boss strategy with point blanking and timing saves more than a second
Stage 3
-Very slightly slower on first spinning pole
-Slightly worse luck getting grabbed on approach to the mini boss
-Did not destroy first phase of mini boss while still on the pole
+Better manipulation (Some say luck) on second phase of mini boss, goes down in two cycles and does not feint
-Mistimed first salvo of crush on bomb-dropping UFO
+Quicker kill of "terminator" robots, dispatches second phase of them much quicker saving several seconds
Stage 4
+Destroys tank slightly faster
-Worse luck on positioning of tightrope enemy
-Bad timing on "walker" enemy costs some time
+Boss fight is optimized, improvements include quicker kill on the upper and lower turrets and a more aggressive strategy with the core. No bomb is used during this fight.
Stage 5
+Moving backward immediately after crush missiles are fired saves time
+Better approach on bunker in the shifting sand
-Bad spawn of centipede approaching final bunker
-Bad spawn of red spider approaching final bunker
-Bad spawn of two red spiders approaching final bunker
+New boss strategy involving the use of the invincibility frames at the start of the fight to point blank the eye. This also destroys the reaching claw and prevents it from blocking the eye which saves seconds over the current run
Stage 6
-Collects spread due to difficult spawns approaching the first mini boss. Slight loss of time, however runner quickly recollects crush
+Does not use a bomb on the path to the heart
-First volley of crush was slightly off target making the first phase a bit slower
+Kills gargoyle in one cycle with the aid of a bomb
+Slightly faster brain fight
Decision: ACCEPT
Reason: Stage 4 boss fight
P.S. Mr. K is always finding new timesavers
+ is time saved over the current run
- is time lost over the current run
*I am too lazy to calculate the exact amount of time
**This list is not comprehensive
Stage 1
+Does not "feint" as much while clearing the base walls
+Does not "feint" while collecting bomb and barrier
+Uses spread/crush on tank
+Goes under second rising fireball
+Very Slightly faster second boss kill
Stage 2
+Uses only three crush missiles on first bunker to reduce lag
-Two rough spawns cause delays after destroying second bunker
+Destroys last bunker off screen to reduce lag
+New boss strategy with point blanking and timing saves more than a second
Stage 3
-Very slightly slower on first spinning pole
-Slightly worse luck getting grabbed on approach to the mini boss
-Did not destroy first phase of mini boss while still on the pole
+Better manipulation (Some say luck) on second phase of mini boss, goes down in two cycles and does not feint
-Mistimed first salvo of crush on bomb-dropping UFO
+Quicker kill of "terminator" robots, dispatches second phase of them much quicker saving several seconds
Stage 4
+Destroys tank slightly faster
-Worse luck on positioning of tightrope enemy
-Bad timing on "walker" enemy costs some time
+Boss fight is optimized, improvements include quicker kill on the upper and lower turrets and a more aggressive strategy with the core. No bomb is used during this fight.
Stage 5
+Moving backward immediately after crush missiles are fired saves time
+Better approach on bunker in the shifting sand
-Bad spawn of centipede approaching final bunker
-Bad spawn of red spider approaching final bunker
-Bad spawn of two red spiders approaching final bunker
+New boss strategy involving the use of the invincibility frames at the start of the fight to point blank the eye. This also destroys the reaching claw and prevents it from blocking the eye which saves seconds over the current run
Stage 6
-Collects spread due to difficult spawns approaching the first mini boss. Slight loss of time, however runner quickly recollects crush
+Does not use a bomb on the path to the heart
-First volley of crush was slightly off target making the first phase a bit slower
+Kills gargoyle in one cycle with the aid of a bomb
+Slightly faster brain fight
Decision: ACCEPT
Reason: Stage 4 boss fight
P.S. Mr. K is always finding new timesavers
Quote:
Contra III FT effin' W
All technical aspects and no cheating check out.
Seeing this run come up was a shocker. A shocker like two in the pink and one in the stink. Did somebody really beat Mike's run?!
Level one: Standard, nice run under the jumping fireballs towards then end.
Level two: Nice, and the boss got eye gouged, skull f*$%d and mega bonus points for humping his ass while he's exploding.
Level three: As mentioned, the first mini boss was noticeably messed up. The twins and master robots all get raped, especially the first two.
Level four: After the tank mini boss out of the tunnel, was he fapping in the corner?! This may be my new favorite runner. Some trouble with the acrobats. That boss fight was hot, really hot. Get naked for Bill hot.
Level five: New rock skip is sexy like triple D's. Some bug trouble, but it's handled. Boss fight was sexy like triple F's.
Level six, the finale: The S doesn't bug me at all. Everything through the first round Gargoyle is smokin'. Did this fool really get four straight short worms on the Alien Queen?! WTF? Amazing, like my horse. Brain fights were definitive.
Overall, the run is Excellent. The funny part is, Mike's run was epic and looked like it was pushing human limit. This run shaves off a noticeable amount of time, but still has some errors and bad luck indicating we could be looking closer to 14:30 for a possible human limit, well done indeed.
This run is hot like spray on abs. ACCEPT!
All technical aspects and no cheating check out.
Seeing this run come up was a shocker. A shocker like two in the pink and one in the stink. Did somebody really beat Mike's run?!
Level one: Standard, nice run under the jumping fireballs towards then end.
Level two: Nice, and the boss got eye gouged, skull f*$%d and mega bonus points for humping his ass while he's exploding.
Level three: As mentioned, the first mini boss was noticeably messed up. The twins and master robots all get raped, especially the first two.
Level four: After the tank mini boss out of the tunnel, was he fapping in the corner?! This may be my new favorite runner. Some trouble with the acrobats. That boss fight was hot, really hot. Get naked for Bill hot.
Level five: New rock skip is sexy like triple D's. Some bug trouble, but it's handled. Boss fight was sexy like triple F's.
Level six, the finale: The S doesn't bug me at all. Everything through the first round Gargoyle is smokin'. Did this fool really get four straight short worms on the Alien Queen?! WTF? Amazing, like my horse. Brain fights were definitive.
Overall, the run is Excellent. The funny part is, Mike's run was epic and looked like it was pushing human limit. This run shaves off a noticeable amount of time, but still has some errors and bad luck indicating we could be looking closer to 14:30 for a possible human limit, well done indeed.
This run is hot like spray on abs. ACCEPT!
Decision: Accept
Reason: This run doesn't just look like TAS, it looks like DAMN TAS!
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