Contra III - The Alien Wars [Hard] Stage 3 (NO DEATH/Machine Gun Only/No Bombs)
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Time to wear the big boy pants because the game starts for real here.
Timestamps with each boss below.
Boss List:
* 00:38 - Mini-boss 1
* 02:01 - Mini-boss 2
* 03:47 - Mini-boss 3
* 04:50 - Mini-boss 4
* 05:43 - The actual freaking boss
This level is a gauntlet of bosses one after the other and a platforming segment that probably tested the bonds of co-op players.
Had some brainfarts here and there and tried to use older tactics and strategies because this stupid video took me nearly 3 days to finish.
Also I was very twitchy at the snipers after the second mini-boss because screw those assholes. They've killed me more times than they had any right to.
00:38 - Mini-boss 1
This mini-boss is pretty annoying, I'm not 100% sure if its rotating "wings" have a fixed pattern or are random (after a certain point), but all I'm sure is that it almost always stops at the perfect position for you to deal some serious damage by stopping vertically straight at that point in the fight. The problem is that I don't have a good way to explain WHEN you should go for it, I've always done that based on a hunch.
02:01 - Mini-boss 2
This is probably the hardest (mini) boss of the level, probably even harder than the de facto boss of this level due to how random and fast this thing actually is.
The boss will either slam on the wall or feint, it can slam once or twice and on Hard difficulty the boss will actually move towards you, so if you're too close to the spikes you won't escape getting hit. This also makes fighting it far more dangerous since you have to move around more and this leaves you with less time to wail on it.
The only way I found to deal with it is by timing the wall drops to avoid getting crushed, this is trickier than it looks and it's all too easy to mistime it and kill yourself.
Also the boss was WAY more aggressive than I'm used to here, he did the double-dip three times on a row at one point, and I swear he almost never attacks that often, he usually stops for 1 or 2 moves before attacking again, but he was relentless here.
03:47 - Mini-boss 3
This thing is laughable. The only way to die here is if you really don't position yourself well at all.
04:50 - Mini-boss 4
The mini-mechs, those two were responsible for a good amount of grief in my childhood as I was unable to figure a good way to avoid death by the redder one.
The blue one is mostly there to make sure you won't camp on the ground while the red one is the real danger of this fight since you can't avoid its shots if you're simply clinging to the ceiling.
Do pay close attention to where I stand-- staying on the diagonal part of the ceiling will make sure the red mech won't jump on the wall and he will almost always jump at the same distinct distance before clinging to the ceiling which should give you plenty of time to start moving to the other side and avoid getting shot.
05:43 - The actual freaking boss
This boss used to be a nightmare to deal with until I learned its patterns and found a rhythm to dodge everything.
He always starts with a couple of homing eye beams, but if you use then as a warning for the next attack you should have no problem dodging them.
The fire breath move is the issue here, at hard difficulty this thing moves stupidly fast and unless you're ready on the way to dodge it you won't escape it. The good point is that it's very predictable and always stops at the same spot so you have plenty of time to punish the boss after this move ends.
After the fire breath ends the boss will throw bombs approximately at your location, so you have to haul ass to the opposite side of the room. Take notice of the position I stay here, it's just specifically lure the boss into throwing the bombs where I want so it will time well with my dodge and repositioning to shoot it before it uses the eye beams again.
Bear in mind that the size of the explosions is bigger than it looks, so it's VERY easy to die if you stay even a little too close to them.
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