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WR attempts: Contra III any% hard mode

Hurblat playing Contra III: The Alien Wars on Speed Demos Archive

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Hurblat | 27,064 361
Speedrunning Contra III: The Alien Wars.
FAQ and stage rundown below!


Current project
Right now I'm focusing on doing attempts to improve my 14:42 any% hard mode run.

All you see here is played on console and broadcast via a Dazzle capture device.

Personal best on any% hard mode: 14:42. Watch it here.
Best time on stream: 14:51.

If you like speedruns, make sure not to miss The Sunday Sequence Break, a chat show focusing on what's happening in the speedrunning world right now.

If you like chiptunes, check out my Soundcloud. And here's my Youtube channel.

FAQ:
Q: What does any% mean?
A: It means beating the game as fast as possible, picking up and using any items available.

Q: Then what's 100% for Contra III?
A: There is no 100%, just any% and low% (not picking up any items at all, also called no items).

Q: How can you shoot so quickly?
A: Switching between weapons lets me fire one of them when the other "reloads".

Q: How come you're not getting hit by bullets/fireballs/rocks?
A: When you duck, the character's hitbox gets extremely small. It's basically just the elbow.

Stage by stage rundown
Stage 1:
The red soldiers can screw up any run if they feel like it. I will die a lot on the first 20 seconds; either from being sniped by the guy in the tower or by a cheap shot from one of the red soldiers on the ground. The first boss is a pain. This is because I want to kill him as fast as possible, and this requires me to be in his face. The boss has a number of attack patterns, and which one he does is determined by on which frame you enter the fight. Only a couple of the patterns are possible to survive when point blanking.

Stage 2:
The second turret can give you two different patterns: one where it's open when you get there and one where it's closed. The one where it's closed is worse, and can be a runkiller combined with some bad spawns. Ideally it only costs about a second or two though.

Stage 3:
Missing the quick kill on the spinning miniboss can end an attempt, depending on how fast I can get the kill after jumping off.

Stage 4:
The boss is the only big thing in this stage. With bad luck the missiles can be too far apart, which leaves our poor hero plummeting toward a certain death.

Stage 5:
Enemies being in the way too much is the major thing here. Also the ledges are slippery.

Stage 6:
Being able to kill the heart without using a bomb requires the seeking stuff from the mouths to play nice. If they want to they can just sneak up on you.

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