
Devil May Cry 3, released in March 2005, takes place 20 years before Devil May Cry. Dante is confronted by an unusual gentleman who informs him of a "Party" that Dante's evil twin brother, Vergil, is holding. Less than ten minutes later, the Temen-ni-gru, a tower that once served the link from the Demon World to the Human World, rips up from the ground, bringing with it a slew of demons and hellish monstrosities. Now, Dante has to race to the top of the tower using his skill in combat and his Devil powers to stop his brother from opening the portal to the demon world. A new version with the suffix 'Special Edition', released in January 2006, lets you play as Vergil.
Runs on the original version:
Runs on Special Edition:
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Single-segment 2:14:34 by James Conway
Author's comments:
Well, I get back from work around 11 PM on the day before New Year's Eve aggravated, bored, annoyed and as usual, pumped up on enough caffeine to make Daxter look to be as calm and sedate as Mr. Rodgers in a Ritalin induced coma. So I sit down, hands shaking and turn on the PS2 to play whatever's in there. It turned out to be DMC3. So I just started a new game and started playing around with Trickster until I died on mission 5 against Agni and Rudra. I found that I could keep my style rank going surprisingly well, my timing was great for Trickster's Dashes a good chunk of the time, and all in all, I was performing very well. So I popped in a VHS tape, sat down again and started playing.
Before I get another thousand PMs, NO, I skip the cut scenes as it's Speed Demos Archive's policy that if a cut scene can be skipped you HAVE to skip it. As it was, if I did let them in, my time'd suffer anyways, and god knows I'd go mad watching the mission 12 cinematics. God that level's brutal. Anyway, if you people REALLY want to see the in-game cinematics, http://www.thehandvseye.com/dmccs.htm also hosts the game's cut scenes in .WMV format. Decent quality for the most part too.
SO DON'T PM ME ABOUT THE MOVIES DAMN IT!
Edit by the Runner: By the time this run is published, the special edition DMC3 will be out or very close to being out. What's worth noting about it is that in the original DMC3 North America edition actually has the difficulties shuffled around so that our normal difficulty is actually PAL and Japan's Hard, our easy is their normal, and our hard didn't exist in their versions until now. With the release of DMC3's Special Edition in the U.S., our difficulties will be put in line with the other versions so the DMC3's Greatest Hits/Special Edition will have our easy be Pal/Japan's easy, our easy now normal, our normal now hard, and our hard will now be the "New" difficulty Very Hard. Also, due to the fact that Jester is a fightable boss in both campaigns last I checked (I could be wrong) you will have to compete against my time on the original DMC3 version. Otherwise, the run is going to be comparable to a Hard mode run under the Yellow Orb settings in the Special Edition.
I ain't doing a very long, drawn out commentary here, but I'll focus on the good and the bad parts of this run. The bad first.
In mission 6 I mess up on the combat adjudicator in the same mission since I couldn't perform the Million Slash A&R combo. Instead, I kept performing the 5 hit one because my last strike was always premature.
Mission 7 is great, BUT! There's a really annoying section where Dante follows a path up to the roof of the Tenen-ni-gru. It's a curved path that runs around the tower and the camera is positioned like a quarter of a mile away. It makes it really annoying to Stinger up the path and unfortunately, this run didn't work out very well when it came to that point. I probably lose five seconds all in all vs. doing the smart thing and just running up the pathway... but eh.
In mission 8, I don't go and purchase the four Devil Trigger runes in my first visit to Leviathan's intestines so I had to improvise in the Retina Room. The reason being is that it completely slipped my mind. Yet, when I tried to test the difference after performing the run, I found that there really wasn't much of a difference in the first place having used only a DTE against the mob without raising my style first. Not to say that it can't be faster, but it didn't make a very significant difference to wrangle them up, get some style going, and then blow them all up. Plus, it allows me to have a full Demon Orb bar in time for the Leviathan fight. Speaking of which, the fight can be faster because I don't get in Leviathan's Heart Core again while it's shooting lasers around the room in case I slip up, which is a very real possibility. The fight can be about 10 seconds faster because of it.
I forget to switch to Cerberus in Mission 9's time goddess statue so I have to make a few second detour back to it. While I'm there, I take the opportunity to upgrade Spiral to level 3 in the first place (I normally would do that in the following mission, but I was there anyways). That's probably the most subtle of my obvious mistakes but it still costs me a bit more time than I had wanted. I also have a bit of bad luck on the Nevan fight when I broke her shield and she knocked me back at the same time, resulting in her recovering from her stun before I can recover from the hit. No biggie though, I'm right on top of her a few seconds later.
The only really jarring thing comes back to bite me in the butt come mission 17 where my Doppelganger fight could be better. I blame myself entirely here because this is normally a very easy to control boss fight and I lost control about halfway through. I lose at least 15-20 seconds from the fight itself.
In the following mission, the Chessboard goes great, Cerberus goes great (more on him later) and Beowulf is good enough, but I really need to explain Agni and Rudra 2, as it's one of the glaring problem in this run. In all of my recorded attempts on this game, only two boss fights instill fear in me. Geryon along with Agni and Rudra have ALWAYS made me a bit anxious and for fairly good reason. In this run, it's obvious with Agni and Rudra. Although the first rumble with them went good, the second was miserable.
They just COMPLETELY kicked my ass to such an extent that I was friggin' AMAZED, people. Look at about halfway through the fight when I stun one of them, yet the other one stands there and does a great job of defending the damn stunned one. They almost gave this illusion of teamwork there, and if that isn't bad enough, I kill one off earlier than the other. It's a mistake you can recover from if you go ahead and get the remaining brother caught in a parrying loop and stun him outright but the remaining brother had other plans.
Rather than let me wail on them which, you know, they ALWAYS do in the hundreds of times I've fought these guys, the surviving brother just ran away the instant the other one dies. It just jumps to the other side of the room, charges at me, and I'm cursing at this point. He charged straight ahead into the Super Agni/Rudra thing where one statue will wield both brothers and completely kick ass until it's taken down. Fortunately I kill the boss very quickly from there, but there's such a long movie showing the transformation (About 10 seconds that's unskippable) that I have to endure in the first place.
Still, the fight COULD have been worse since they've always been my weakest boss.
Finally, the most "Questionable" mishap, I got Spiral Level 3, thinking that I was going to be able to S rank a few more missions to afford the forth holy water for use against Arkham, but when the time came to mission 19, I was 8,000 orbs short to afford the damn thing. So instead, I stocked up on Devil Stars hoping that I could use DTEs twice per vulnerability phase and try to even things out. No dice (And in hindsight, should have just bought an extra demon orb). Do I regret not getting that forth Holy Water vs. the Spiral Upgrade? Well, I know that the extra dolphin, time in the menu, and attack phase cost me around 35 seconds which leads to the question. Did I save 35 seconds time by using the upgraded Spiral (Which increases the weapon's strength) over the ten missions I've had to use the weapon? Was it necessary in order to help aid my survival? I can't tell you without the video, but I know I got a lot of use out of the weapon throughout the second half of the game.
Looking back, I estimate there being only about three minutes worth of mistakes at most.
Let's talk about what went good now.
Missions 1-3 were very speedy, often times coming very close to my RG times. I get SS and S ranked in mission 1 and 3, allowing me to be able to fully afford Stinger and Air Hike at mission 4. Most importantly, I really luck out and I'm able to perform a very long stun on Cerberus (A trick shown to me by Gemasis Sydawn) which requires that you shoot off the ice on the heads and wait for Cerberus to pounce. When he does, jump into the fray and wail away. You can get a head destroyed outright and take significant health off the boss which I do in this run to an incredible mission 3 time of 3:50.
Mission 4, I S rank it very nicely and although Gigapede didn't give me the ideal attack pattern, doing a purple orb attack in the second and third passes (He only did on the third) for me to reflect with Cerberus' Revolver, that is something beyond my control and the fight could've been much worse considering.
Mission 7 has some sloppy stingers, but that's to be expected a good 40 minutes into the run on a slope with a piss poor camera angle to line up the character perfectly. However, mission 8's performance is incredible. My aim against Leviathan's boils is dead on and my stingers and jumps are great. Mission 10 is well performed and mission 11, the Soul Eaters cooperate as well as I've come to expect from them. Mission 12 is an incredible performance all considering how much pressure there was at that level since it was the first major run stopper I encountered, but I handled it well enough. 13 goes very well, 14 is a great example of the level (And I admit, looks smoother than the RG run) and 15 just works, although I think I have a few moments of stupidity involving the obstacles here and there including trying to Sky Star through a solid blade in the Altar of Evil hallway. I only came in 16 seconds behind my segmented run though. Mission 16 has an excellent Lady fight. Traveling through Mission 17 goes great, though the boss fight is in itself iffy. In mission 18, I manage to do a long stun Cerberus AGAIN (Which only happens... once in a blue moon I imagine) saving me a lot of potential time there and the chess board goes well. Then, in Mission 19, a major run stopper, the Mirror Room goes INCREDIBLY well. That is a purely random moment there that could destroy the room, and I pull it off without incident. Other than that, there's a lot of close calls like in mission 20 off the top of my head when I'm struck down to half a centimeter of my life. That happens quite often, actually.
Item-wise, I end up getting two full blue orbs, getting the first one before the A&R fight and the second one in mission 14 much like my Swordmaster run before did. Besides the Holy Waters in the usual places, I also end up using two Vital Stars. One on Agni and Rudra's rematch in mission 18, as well as using one on Vergil 3 when I actually tried to just guard Vergil's attacks and brought me to a centimeter of my life. Just guarding. With Trickster. (Grumbles) I also think I may have gotten a yellow orb in there as well, though if I did, I obviously wasn't thinking clearly.
All in all, this is a great single segment run with a lot of the more random things working in my favor, with great action, decent execution and fairly smooth fights. With incredible luck and execution throughout the entire game or by exploiting something that I'm unaware of, I can see this hitting 2:08, but not much further than that. To go lower than that, Royal Guard is going to have to be used. Good luck on a consistent two hour performance there, buddy!
Major thanks to Radix and Nate as usual for the work they put behind getting this run captured, compressed, finding the verifiers to make sure this run was legitimate and uploading it in the first place. Thanks also goes to the posters who've followed my progress with these runs and continue to offer support, random facts and what have you through all of the months I've been running this game (Mostly Nikullivin) Also, I want to thank Gemasis Sydawn for both the Cerberus freezing trick as well as all of the royal guard attack timing videos that he both specifically made for me and had available on thehandvseye.com/dmc3.htm (Which is as of the writing of these comments, offline for a reorganization/redesign of the website, if I recall).
So what's next for "Psychochild?" Well, I got a 1:59:13 RG run to still mail out (though I'm still thinking of weither or not to scrap it and try again). Ironically, when I was writing my original DMC3 comments, I said that I am done with DMC3 and I ain't touchin' it again until if and when the Special Edition game comes out. I wanted to go ahead and do a run on Vergil's campaign with the "Dark Slayer" style on the USA default Normal difficulty.
Well, as it turns out, that run is going to be getting worked on a lot faster than I originally figured it would. The moment I finished those comments I logged onto Gamefaqs for a few seconds and read that DMC3:SE is being released by January 23rd in the U.S. of A. So, by the time you see this run, I'll already be getting ready to tear through Vergil's campaign on the HARD difficulty and aiming for a single segment run. I have no idea what to expect, but it shouldn't be too overwhelming for me.
Special Edition: Hard mode as Vergil 1:40:07 by James Conway, done in 18 segments.
Author's comments:
First off, I feel it's necessary to thank the following: BallofSnow for the support and helping renew my interest in starting and finishing the run; Nate for doin' the thing he's been doin'; Joch (A.K.A. "The Jochness Monster") for the help and support he gave me especially when mission 12 rolled around; Devil May Asian and Rustedfaith for their banter and general hijinx; Ifrit and Mike Uyama for inadvertently helping me out; Da_Dood and guitarslinger44 who tipped me off to a Holy Water I never knew existed, kip for his suggestion to what to DO with said holy water which comes into play later on, Xarugas who ALSO helped with "That Geryon Thing" along with Volteccer Jack and Madsharkk (All three from Gamefaqs) and of course, Radix for the most obvious of reasons.
So here it is, a full speed run of Devil May Cry 3: Special Edition on the "Hard" difficulty setting using Vergil. That's right. For any DMC3 fans who've been completely neglecting the franchise since the third was originally released, a Special Edition was re-released back in January that included Vergil as a fully functional and playable character with his own style, moves and even a re-worked weapon swap system where Vergil has access to all three of the weapons (Which he starts with) at all times (unlike Dante who's stuck with two). To trade this off, Vergil only has one ranged weapon, his Summoned Swords attack, which work FAR differently from how Dante's guns work, as does how upgrading weapons and such work on Vergil's campaign, being reliant on your style level to purchase upgrades instead of simply having the weapon making his campaign far more interesting to run.
Now, random musings.
For starters, I apologize for Mission 2. That was a miserable attempt that should've never made it into the final product and while producing a second version, I was able to chop off 16 seconds ALONE on this stage. The same goes for Mission 5, where I've cut off another 20 seconds or so from the final time. My purchasing order is for the most part, fairly sound throughout the first 10 missions of the game since I NEED the Devil Trigger orbs, I need Starfall, I need pretty much everything I pick up and interestingly enough, I'm able to actually afford all those things before I actually need them. It works out very nicely.
In hindsight though, my purchasing order in missions 11 and above need to be changed a good bit. I should be picking up Stinger Level 2 immediately after Mission 10. I don't NEED Spiral Swords and the only reason I pick them up (And so late into the run) is that I thought that they'd be far more useful against mission 18 than they actually were. My bad. Future revisions of this run will include me purchasing an extra holy water somewhere in here for use in Mission 16's Living Statue Room (Or saving Mission 15's) and also possibly an extra one on top of that if I save the one from Mission 15 for a rematch in Mission 18. And of course, I've simply improved so much since I first started playing with Vergil that there's bound to be plenty of time saved just from an overall superior execution.
And I've had someone claim to beat my mission 3 time by well over 20 seconds. I GOT to figure out how he did that.
Sure, I've got a few regrets with this run(2, 5, 17), but despite that, the run overall is actually very tight. Don't think that I'm done with this game just yet though! There is a revision in the works which will hopefully shave the time down even further. As of this writing, I'm a minute and a half under this run's time by the halfway point and it's some VERY impressive stuff... it just still has a ways to go before submission. In the mean time though, I hope that you all find this run very entertaining and keep an eye out for my next project when it comes around. Contact me by "Psychochild" on the SDA forums or PM me via AIM where you'll find me hiding under my SUPER SECRET ALIAS, SpasticHeathen.
Special Edition: Turbo, Heaven or Hell mode as Super Dante 1:03:03 by James Conway, done in 2 segments with death abuse.
Author's comments:
"Playing Easy + Super Dante + Cerberus + Turbo Mode is so much fun :p"
So I load up my version of S.E., started playing around, and eventually I begin to wonder what it would be like to do a Heaven or Hell run.
Well, now I know.
This is where I try to justify every category in my gigantic run description.
Devil May Cry 3: Special Edition: Where as Devil May Cry 3: Dante's Awakening's Heaven or Hell mode used the enemy spawns from the Dante Must Die difficulty , Special Edition lives up to its reputation of being the easier of the two and only uses spawns found on the Hard difficulty mode. Most people don't know it, which is why I feel I need to mention it here, or else people would start wondering where the hell all the wraths are in mission 1 that simply aren't there in my run.
It's made into two segments for one very simple reason. Two, actually. Make that three. The first being that I wanted this run to head out along with my Vergil segmented run. The second - Dullahans. I NEVER thought I'd ever find myself saying this but the Dullahans are probably the most frustrating enemy you can find on this kind of run. They are a RUN KILLER. You HAVE to use melee attacks, you HAVE to attack them from behind while avoiding the front half unless you're trying to commit suicide (More on that later) AND they're so huge they often block other Dullahans in the same room which leaves you very vulnerable to be double teamed. Such pains. Scratch yourself on the side of their shield? Dead. Last, I really wanted to get a Turbo Mode run onto the site just so the category exists for this game. I didn't want to send a full run like my new Vergil just to have it rejected because it was in Turbo, so a quick, easy run like this was the obvious answer.
Heaven or Hell difficulty meanwhile can be summed down to this. Everything dies in one hit. Bosses, enemies, Dante... If a bullet even GRAZES your foot (As it did with Jester) you're dead. Hence what makes Dullahans such a pain.
In this run, I do pick up Air Hike for both Beowulf and A&R for obvious reasons and I also pick up a Holy Water (With hilarious results) for the chessboard in mission 18, hence the Any % marking. Of course, I also level up Trickster throughout the run though once I get Devil Trigger, I don't use it much anymore.
Two exclusive features of the Special Edition, Gold Orbs and Turbo mode, are used for this run. Some people (Wusses mostly) just couldn't handle the fact that if you died in D.A., you would have to start the mission over unless you had yellow orbs on you. You know, the same exact way that DMC1 handled death. So in the re-release, Capcom implemented a checkpoint system that allows for some death abuse in Missions 8 and 15. Turbo Mode meanwhile made things just a bit more interesting for me by boosting up the gameplay speed 20% and allowing me to further push the entire "Fastest completion possible" theme further.
Last, that leaves me with Super Dante. I do use a fresh Dante in this run which means no devil trigger until mission 7 but once I do, it never goes off due to the massive speed buff Cerberus offers (Either 20 or 30 percent on top of Turbo's 20% increase by default).
So, now that we have all the basics covered, it's time to nitpick.
Everything from missions 1-12 is excellent, though fatigue becomes obvious throughout mission 13. Even then there's some movement flubs in a few missions where I get turned around a bit due to the ultra-twitchy Dante and a targetting issue in mission 6 in the Trial of Fighting. Mission 11 does have some significant issues in the Altar of Evil room when I try to get up to the second floor which costed me several seconds before I could get up there. The ideal fashion, as I COMPLETELY drew a blank when I got there, was to wall run up and then air hike to the second floor. Again, I just blanked there and it costed me a few seconds.
Mission 14 has some movement issues that could have been cleaned up a bit but otherwise isn't worth dwelling on (2:30 is the lowest I've been able to do anyway). I was so wrapped up in living and so pumped that I completely forgot to change from Beowulf to Agni and Rudra. Because of that, I lost five seconds (I counted!) trying to use Straights to smash the wrecking balls in the Chamber of Sins to reach the Moonstone.
Of course, you could argue that it's time saved from having to switch the weapons, but it still looks sloppy if you asked me even if I DID come ahead in my times because of it.
Mission 17's Doppleganger is just ugly. When I was practicing, I found that Aerial Cross, the A&R move I used, shattered the window in three hits. I found that odd, but justified it as it being an attack where both his weapons got a "Hit" on the window, meeting the five smash quota, much like how an average helmbreaker is actually two hits, one that deals damage, the second that deals damage and knocks the enemy back.
Well, I never practiced the stage again, I was more focused on 15 in particular, so when I went back there, lo and behold my plan DIDN'T work out which really threw me off. So, I switched to Revolver and finished the fight, costing me about eight seconds or... five seconds, depending on when you count (After the first charge or after I shatter the first window and miss him).
I have no doubt in my mind that this run could be faster. Sub 1:00:00 would be hard to reach knowing what I do, but I imagine this could probably be handled just a minute or two faster if I were to fix up the problems I found in the run. Keep an eye out for a revision when I get around to it!