Uploaded August 2020 | Updated September 2026, 3 weeks ago
Full run through 3 loops of The Adventures of Dino Riki, also known as Shin Jinrui: The New Type (新人類) in Japan. My final score was 2,166,370 and I finally got a game over on loop 4, stage 3. This was played on a real NES with a turbo controller.
Stage Listing:
Loop 1
1-1: 00:00
2-1: 04:09
3-1: 08:01
4-1: 11:48
4-2: 13:56
4-3: 16:03
4-4: 18:22
Loop 2
1-1: 23:18
2-1: 27:03
3-1: 30:49
4-1: 35:49
4-2: 37:40
4-3: 41:00
4-4: 44:02
Loop 3
1-1: 49:15
2-1: 53:07
3-1: 56:57
4-1: 1:01:49
4-2: 1:03:42
4-3: 1:05:52
4-4: 1:08:22
Loop 4
1-1: 1:10:04
2-1: 1:13:51
3-1: 1:17:52
Game Over: 1:27:02
So Dino Riki is another one of those shmup hybrid games, and in this case it is part platformer. And the platforming is probably the worst part of this game. The controls are very slippery (especially with speedups) and it's incredibly easy to jump into your death if you are not extremely precise.
In order to bypass most of the ridiculous platforming you will need the wing upgrades, which are hidden and must be revealed through firing at certain spots of the terrain. These are basically required items in parts of stage 4, and if you lose it (through getting hit or jumping at the wrong time). you might as well just jump into a pond or pit and retry the level.
Later loops of the game bring about stronger enemies, which tend to take far more hits, especially if you aren't upgraded. Autofire is an absolutely must if you are going to try and play beyond the first loop. Even with autofire, you will eventually be overwhelmed by the basic enemies if you don't have the torch in the later loops, which is what happened to me in loop 4.
Full run through 3 loops of The Adventures of Dino Riki, also known as Shin Jinrui: The New Type (新人類) in Japan. My final score was 2,166,370 and I finally got a game over on loop 4, stage 3. This was played on a real NES with a turbo controller.
Stage Listing:
Loop 1
1-1: 00:00
2-1: 04:09
3-1: 08:01
4-1: 11:48
4-2: 13:56
4-3: 16:03
4-4: 18:22
Loop 2
1-1: 23:18
2-1: 27:03
3-1: 30:49
4-1: 35:49
4-2: 37:40
4-3: 41:00
4-4: 44:02
Loop 3
1-1: 49:15
2-1: 53:07
3-1: 56:57
4-1: 1:01:49
4-2: 1:03:42
4-3: 1:05:52
4-4: 1:08:22
Loop 4
1-1: 1:10:04
2-1: 1:13:51
3-1: 1:17:52
Game Over: 1:27:02
So Dino Riki is another one of those shmup hybrid games, and in this case it is part platformer. And the platforming is probably the worst part of this game. The controls are very slippery (especially with speedups) and it's incredibly easy to jump into your death if you are not extremely precise.
In order to bypass most of the ridiculous platforming you will need the wing upgrades, which are hidden and must be revealed through firing at certain spots of the terrain. These are basically required items in parts of stage 4, and if you lose it (through getting hit or jumping at the wrong time). you might as well just jump into a pond or pit and retry the level.
Later loops of the game bring about stronger enemies, which tend to take far more hits, especially if you aren't upgraded. Autofire is an absolutely must if you are going to try and play beyond the first loop. Even with autofire, you will eventually be overwhelmed by the basic enemies if you don't have the torch in the later loops, which is what happened to me in loop 4.
![Contra: Hard Corps (Genesis) - No Death Run [Mother Alien Ending]
Full no death run of Contra: Hard Corps (魂斗羅 ザ・ハードコア in Japan) by Konami for the Sega Genesis/Mega Drive! This run was done with the US version of the game, which has 1 hit deaths unlike the Japanese version. Im playing as Ray and going through the path ending with the fight with the Mother Alien (aka Alien Queen/Alien Heart).
This was played on a JVC XEye with real cartridge, no emulation or cheats were used.
Stage Listing:
00:00 - Intro
00:26 - Stage 1 - City Battle
03:21 - Stage 2 - High Speed Fight
06:09 - Stage 3 - Junkyard
09:41 - Stage 4 - Jungle
15:53 - Stage 5 - Trap
18:42 - Stage 6 - Alien Space
21:58 - Final Boss + Ending
This route is one of the easier routes in that there are few issues that cause significant stress, most of the difficulty lies in the final stage. The wannabe Red Falcon midboss can be an issue with its random spawns but he goes down easily with a single bomb if you place it right. The area right before the final boss can be a bit tricky if you dont have the right weapons but the laser works great in that section. Contra: Hard Corps (Genesis) - No Death Run [Mother Alien Ending]](https://i.ytimg.com/vi/hzcN4kMNjzs/mqdefault.jpg)









