Submission #6413: bunnywalk's GBC Wario Land 3 "All Chests" in 2:26:15.44

Game Boy Color
All Chests
(Submitted: All Chests)
(Submitted: Wario Land 3 (World) (En,Ja).gbc unknown)
BizHawk 2.3.1
524135
59.7275005696058
51347
Unknown
Submitted by bunnywalk on 6/6/2019 12:03 PM
Submission Comments

Goal Summary:
  • Collect all 100 Treasures.
  • Take damage to save time.
  • Abuse glitches to complete the game faster.

Game Introduction:

Wario Land 3 was released for the Gameboy Color in 2001. It is a platformer, though it plays more like a puzzle platformer due to its mechanics. Wario is unable to die, but he is able to be affected by enemies in various ways, from simply recoiling in pain, to turning fat or into a zombie. Wario must use these transformations, as well as many powerups found along the way, to collect all 100 treasures. Wario must also find five music boxes to break the spell on "A Hidden Figure," who is later revealed to be the main villain, Rudy the Clown.

Run Summary:
  • This is my first ever TAS. This run of Wario Land 3 for the GameBoy Color (played on an unmodded BizHawk 2.3.1 with Gambatte core) collects all treasures, but does NOT collect all of the music note coins (AKA 100%.) This category shows off almost all of the game (Some of the music coins are hidden in rooms that don't have anything else.) This particular TAS was inspired by the fact that there wasn't currently one of this game listed on TASVideos, with only two submissions: one cancelled, and the other rejected. The one TAS I could find of this specific category on youtube was over six years old, had sub-optimal movement, and didn't take advantage of the glitches in this run (I assume due to its age, and the fact that this game isn't exactly a popular speedgame.) For reference, this TAS beats the original TAS by 26:09, and the current speedrun.com record by 27:08.

This was the TAS I used as a "guideline" of sorts.

Basics:
  • Movement:
    • Dashing:
      • Unlike in Wario Land II, Wario's dash in Wario Land 3 has some start-up time to it, so it is only used in very rare cases (usually to fall precisely.)
    • Dashjump:
      • By pressing both B and A, Wario will preform a dash-jump, which will gain him vertical height, as well as horizontal speed (When Wario dashes, he reaches his maximum movement speed, but the amount of frames it takes to start up makes it much slower than just walking. When he jumps a frame after a dash is input, he reaches his maximum travel speed instantly, so this is a good way to clear large distances while gaining vertical height.)
    • Walking:
      • Because of the way Wario's dash-jump arcs, it is better to walk when moving on a flat surface. (Wario's dashjump arcs in a way such that he loses height and distance before falling back to the ground. When Wario has to fall farther than ground-level, however, it is faster, because he retains his momentum the entire way down.)
    • Sliding:
      • B and Down can be pressed at the same time to allow Wario to slide. It is useful for crossing long distances that need to be crouched. It also allows Wario to fall down completely straight.

  • Advanced Movement:
    • Ladder Movement:
      • Climbing a ladder is slow, so it is always best to jump up the ladder before mounting it. You can also get off of a ladder early, which saves a few frames. A ladder must be climbed on for five frames before Wario will actually cling to it, and on the sixth frame, B and Down can be pressed at the same time to make Wario slide down it faster than he would climb it.
    • Dashjump Cancelling:
      • Wario's dashjump can be cancelled, which can give him a little extra horizontal clearance. Doing this at the peak of his jump is undesirable, as he will lose all of his horizontal momentum, and have to accelerate downward.
    • Wallclipping/Wallclimbing:
      • Wario can, if standing on a precise pixel, land inside of a wall after a dash (or dashjump) and use it to gain extra height, therefore accessing places he shouldn't be able to. He can also use this to climb up walls when combined with a transformation (zombie, fat, etc.) Wario can also use enemies to clip upward onto walls by dashjumping into them.
    • Waterclipping
      • Works on the same principle that a wallclip does, but is useful for climbing edges from water.
    • Infinite Dashing:
      • If Wario slides down a hill from a certain point and makes contact with a breakable wall, he then is able to break any blocks he walks into. He will also kill any enemy he makes contact with. There are not many places where this can be setup, and it takes a bit of time, so it is only used rarely.
    • Enemy Boosting:
      • Wario can bounce very high off an enemy's head after he obtains the Jumping Boots. Throwing an enemy upward for one frame, and then jumping up and towards it on the first available frame will allow Wario to gain a lot of height really quickly. Can be done with both "light" and "heavy" enemies, though the timing is slightly different for "heavy" ones.
    • Animation Skipping:
      • There are several animations that can be skipped very easily, including Wario turning around and lifting enemies. By jumping for one frame, Wario can instantly turn around. By jumping for two frames before landing precisely near an enemy, Wario will skip his lifting animation. It is also faster to run into an enemy that is knocked down and skip the lift animation on the first available frame, rather than jumping over or killing them. Wario can also skip the Fat Transformation by getting transformed mid-air and landing on the Doughnuteer.
    • Cornerboosting:
      • Wario can jump against the edge of a wall to gain some horizontal distance. He is still able to do this on breakable blocks after obtaining the Spiked Helmet.
    • Breaking Blocks:
      • On certain frames and with no blocks above him, Wario is able to charge through multiple rows of blocks with a dashjump. It is always generally faster to break a block with a dashjump (this applies to cracked blocks before the Garlic upgrade, and solid blocks after. Cracked blocks break instantly after Wario gets the Garlic.)
    • Current Dodging:
      • Wario can jump through currents before he has the Frog Prince's Gloves. By pressing A on a specific frame after falling into a current, Wario is not forced backward. Doing this multiple times allows him to reach the surface, and jump again. Wario can also use a ceiling to move through currents through a similar means.
    • Gap Crossing:
      • One-block length gaps can be crossed if you stand in a specific spot(similar to a wallclip) and slide while holding the direction you're sliding in.
    • Taking Damage:
      • Sometimes, it is better to get hit by an enemy that puts Wario into a damaged state (for example, the Spearheads) to avoid an earthquake, or to get to a higher ledge.

  • Other Mechanics:
    • Golf Manipulation:
      • Wario must play golf twelve times throughout the game. From 1 - 25 treasures, the cost is ten coins, from 26 - 50 treasures, the cost is thirty coins, and from 50 treasures onward, the cost is fifty coins. It is possible to get six of the twelve before twenty-five, three of the twelve after twenty-five, and the last three after 50 (a total cost of 300 coins.)There are many different courses, and they differ based on the frame you enter the pipe from. They run on a cycle, but some are rarer than others (for instance, the par 3 course that is used to save time appears less frequently in the cycle than the others.)
    • Screen Moving
      • Wario can scroll the screen downwards through one of two ways: Either jumping for one frame every other frame, or by sliding under a stove object, and holding down. This is useful in some cases, because it de-spawns enemies and objects, but takes a long time to utilize through A presses.
    • Stove Moving:
      • By initiating a dash directly next to a stove, then turning around on the next frame, Wario can push it much faster than by simply dashing into it.
    • Fire Running:
      • Wario moves a lot faster when he is on fire. The downside is that he will become engulfed in flames if left too long, and will be unable to jump or move very fast. This is useful in areas with water, because the water will immediately put Wario out. When Wario is on fire, it takes longer to become engulfed if you jump a lot, so it is best to only jump when totally necessary.
    • Note Coins:
      • Although Note Coins are worth ten coins, they are counted up at the end of every level. This wastes about a second from each level each time one is picked up. Picking up more than one is preferable when one is already picked up, since it counts the coins extremely quickly, it just takes a second to actually start counting them.
    • Map Movement
      • It is always faster to use the Next Map function, even when the level you're exiting it from is right next to the next map. When moving on the map, holding the direction for longer lets Wario run to the next dot instead of walking there.
    • Day/Night Cutscene Skip:
      • By pressing B after a certain amount of frames, the Day/Night transition cutscene can be skipped.

Level Summaries:
  • Intro Cutscene:
    • Just a small note; Holding the direction in which Wario walks during the cutscene makes him move faster.
  • N1 - Out of the Woods (GRAY):
    • Pretty basic movement, nothing too special. I did not utilize the trick to break the blocks all at once on the first screen because it only breaks the first three blocks, and not the far one on the ground. The final screen showcases dismounting the ladder early as well.
  • N2 - The Peaceful Village (GRAY):
    • Makes use of the first transformation climb. Saves a second or so over climbing up and getting a zombie to zombify you.
  • N3 - The Vast Plain (GRAY):
    • The first time controlling invisible Wario (it sucks!) I cancel Wario's dashjump, and am able to climb the fourth cliff instead of having to do another.
  • W1 - Desert Ruins (GRAY):
    • The first time I had to turn Wario around with a jump to start a level. Dashjumping on the final pixel of the cliff lets you skip the three platforms, making you only land on one. I had to slide into the Doughnuteer to keep myself from becoming fat in the second room. In the third room, I had to wait for the Beam Robota, because in all instances I ran, he would slice me in half. Also, the first time I have to slide to dodge an enemy in a small passageway.
  • W1 - Desert Ruins (RED):
    • The first time a level is repeated, as well as the first glitch! In the second room, I use a wallclip to get the key early. I grab the note coin to pay for golf later on.
  • W2 - The Volcano's Base (GRAY):
    • I pick up the gray coin that always spawns because it doesn't waste too much time. Dollboy is skipped by clipping into the wall on the right.
  • N1 - Out of the Woods (RED):
    • The first time I have to manipulate out golf. Again, I grab the red coin where it spawns for golf later.
  • W3 - The Pool of Rain (GRAY):
    • I use an enemyclip to get up to the cliff, skipping having to move the valves.
  • W4 - A Town in Chaos (GRAY):
    • By juggling the boiler, I skip having to go to the next room and hit the switch.
  • S1 - The Grasslands (GRAY):
    • The first major boss fight. There is a little trick in the room to get the key where jumping from a specific point lets Flat Wario float over to the key instead of dropping from above. Jumping into the Omodon lets Wario get squashed immediately, instead of having to wait for it to be dropped. This boss is not skippable, and there's a decent amount of forced waiting after he is dead.
  • S2 - The Big Bridge (GRAY):
    • Dashjumping over the Tadpoles is slightly slower due to the fact that Wario has to land a long ways before he can dashjump again, so enemyboosts off of the Tadpoles are used.
  • W3 - The Pool of Rain (RED):
    • Usually when played on an emulator, Wario gets stuck at the top of the vine, and forces a reload. For some reason, this does not occur on BizHawk.
  • N3 - The Vast Plain (RED):
    • This is the treasure I think I could have gotten after getting the Iron Overalls. I break the left set of blocks because a red coin always spawns in the last one. More golf manipulation. Getting hit by the spike at the end skips Wario's transformation, which takes longer than his damage animation to complete.
  • N3 - The Vast Plain (GREEN):
    • I clip into the wall just for fun(I have to wait anyway! I accidentally landed on the pixel when I was jumping through the level...) More golf. Bleh. Here is a good place to demonstrate that letting a dashjump finish when you're landing on something lower than you is faster. I regular jump off of one of the platforms because dashjumping sent me off the screen.
  • S1 - The Grasslands (RED):
    • There is a red coin in the block right before the vine, but I elect to skip it to show that the bird follows you and flies through the ground. There is also a red coin that spawns on the way to the (UGH) golf minigame, so I get that anyway (I was already near my goal of 60 coins for the first 25 levels at that point.) I use an enemy to knock me up to the platform in order to not have to break a series of blocks.
  • S3 - Tower of Revival (GRAY):
    • You have to light all the torches to remove the fire block at the top right. After doing so, I use the boiler to scroll the screen downward, which despawns a Para-goom and the boiler itself, so I can walk past and clip into the wall, up to the next level. Getting fat is actually faster than running the gauntlet back down and breaking the blocks.
  • W3 - The Pool of Rain (GREEN):
    • The WORST boss to entertain with. He shoots out white... stuff, and spiny balls. The spiny balls are the only way to hurt him (they spawn Chestnuts that can be knocked into him.) He seems more likely to... shoot stuff out if you're underneath him... I also got Wario to launch a Chestnut off of his crotch and into the boss' face... so there's that. ANYWAY. Here, I have to hit the Chestnuts at specific times to get them to hit the boss' hitbox.
  • E1 - The Stagnant Swamp (GRAY):
    • You can actually activate the infinite dashing glitch here, but its much slower than going back and taking the lifts because you have to crouch walk the entire way to the chest (rolling again will cancel it.)
  • W2 - The Volcano's Base (GREEN):
    • Lots of waiting in this level, so I move around and try to be as not-boring as possible. This is another level with golf that isn't necessarily needed to be done at this point, but it's available so I do it because 10 coins is less than 30. (There is an enemy boost I found out about later that would save time on this level if done later, but I didn't wait because I didn't realize how much money I would have at the end, again. This boost IS performed on the Red chest, however.)
  • N2 - The Peaceful Village (RED):
    • By jumping repeatedly in the corner of the house, you can trigger the Doughnuteer on the second floor to throw his Doughnut, thereby getting fat without having to enter from the top, which lets you break the solid blocks to get to the key. A wallclip gets us to the chest much faster, and a transformation clip allows us to break the doughnut blocks by transforming only once instead of twice.
  • S1 - The Grasslands (GREEN):
    • I wallclip because waiting for the snake to rise takes a long time. I also am unable to swim at an angle when exiting the door, because up must be held, which sends you back through the door. It was faster to paddle forward and then paddle up.
  • E2 - The Frigid Sea (GRAY):
    • Due to the angle of Wario's dashjump, I end up boosting off of some of the Brrr Bears. I also had to perform a small jump to avoid the snowflake on the way to the key, since killing the Brrr Bear would take extra time.
  • W4 - A Town In Chaos (RED):
    • A wallclip is used to avoid having to hit the switch in the room on the way to the boss, allowing us to get the red key much earlier than intended. Another wallclip is utilized to exit the room faster. As for the boss, I bump the turtle at the start to immediately hit the boss into the net. You can turn him into a ball immediately after he gets thrown back by the turtle, since he always lands in the same spot.
  • W1 - Desert Ruins (GREEN):
    • Level is unremarkable, but could be made slightly quicker if done after getting the Steel Overalls and pounding the ground to move the first set of Beam Robotas.
  • N4 - Bank of the Wild River (GRAY):
    • Utilizes Fire Wario to move quickly to the Gray key. A small improvement could be made to make Wario jump out of the current quicker.
  • N5 - The Tidal Coast (GRAY):
    • No matter what, the Hammer-bot on the lowest level ALWAYS kills himself on you while you are on fire, and will ALWAYS be in your way if you try to drop down, so I have to use the other Hammer-bot to get to the Gray key.
  • S4 - The Steep Canyon (GRAY):
    • Here I dodge the current to get to the second set of platforms, since there is a large amount of blocks that need to be broken on the way there. The Fire Robota must be killed before sliding, because he always lights Wario on fire before he can get rolling.
  • S2 - The Big Bridge (GREEN):
    • I grab the Green coin before the golf game to be able to just barely pay for it.
  • N5 - The Tidal Coast (RED):
    • I use a trick similar to current dodging that allows me to bounce off the ceiling and make it through the current to get the Red key early.
  • N2 - The Volcano's Base (BLUE):
    • I am unable to use the trick described above because there is not a wide enough ceiling above the current to make it through. Besides that, it would take about the same time to go beneath and break the blocks, because there is a downward current. You would skip the Bubble Wario transformation, but you have to swim farther.
  • S4 - The Steep Canyon (RED):
    • I once again skip the currents, and use damage to bounce to the chest, rather than transforming into Puffy Wario.
  • E1 - The Stagnant Swamp (RED):
    • I am able to outrun the Robo-Mouse (Which sends you back outside the room) by breaking the blocks on specific frames to land on the ground faster. I leave through an upper door because escaping the room through the Robo-Mouse is slower, since the door spawns you right on top of the pipe you need to enter. There may be an exploit with a waterclip to skip the boss, but I am unsure of how it would work or where you would do it, since the turtle is in the way, and there is a current in the room it dumps you in that extends farther than the ceiling.) This is where a mistake was made involving not skipping to the score screen fast enough (I lost about 20 frames doing so.)
  • E4 - The Colossal Hole (GRAY):
    • I clip up to the owl in order to get the Gray key faster (Wario cannot normally reach the owl without it being day, or having the Jumping Boots.) I dash off of the platform instead of dashjumping because the angle Wario gets with his dashjump wasn't enough to fall to the Gray chest without setting up longer than it would take to dash.
  • W6 - The West Crater (GRAY):
    • Getting lit on fire earlier is preferable to falling into the fire at the bottom of the level. I also get the Gray coin that always spawns from the set of four cracked blocks.
  • S3 - Tower of Revival (RED):
    • The boilerclip is used again to despawn the boiler. You can also jump off the fire on the first available frame to jump up instead of falling down. I skip the fat animation by falling onto the Doughnuteer as he is throwing his doughnut.
  • E4 - The Colossal Hole (RED):
    • I happened to spawn a red coin from the block, and there is one other that always spawns that I grab. I also use the infinite dash glitch to quickly break blocks, as well as access the golf door more easily.
  • E4 - The Colossal Hole (GREEN):
    • I clip up to the owl again to get the Jumping Boots early.
  • E1 - The Stagnant Swamp (GREEN):
    • The boss is skipped by using a wallclip. Infinite dashing is not used because the blocks I have to break are cracked blocks, and would take longer to break, and I have to throw enemies to get to the key, which would be killed the instant I touch them.
  • N6 - Sea Turtle Rocks (GRAY):
    • Wario breaks blocks a little slower on this particular treasure because the frames you need to dashjump again actually change, and I hadn't figured that out until much later in the run. The time loss is not much, but is still present. The boss is skipped once again with a wallclip (two in a row!) Instead of turning, I clip by dashjumping because, in this instance, it is faster.
  • N6 - Sea Turtle Rocks (GREEN):
    • When you obtain the Jumping Boots, you actually get the Steel Overalls in addition to them (I suppose because the game works on a flag system and assumes that you must have them if you have the Jumping Boots.) We can do this treasure while we are here.
  • W5 - Beneath The Waves (GRAY):
    • A ground-pound is used to stop the fire robot from lighting me on fire (dashing into it will light you on fire due to how long it takes to get near it.) There is also no way to fall in between the gap of the ledge and the Spearhead, so it is faster to ground-pound it.
  • S5 - Cave of Flames (GRAY):
    • I wanted to test whether sliding down the ladder was faster than jumping off (jumping off is obviously faster,) but I did not edit it out here, so a few frames could be saved. I break the Spearhead out of its prison first, and then have to ground-pound to get it into position so it doesn't get knocked out of my hands.
  • S5 - Cave of Flames (RED):
    • The Count Richertoffens(Yes, that is their official name) force you to bounce off of them, because they jump whenever you're over them. I also utilize a trick to cross the gap without having to be flat.
  • S5 - Cave of Flames (GREEN):
    • If you jump onto Mad Sciencestein, you can get him to drop his bottle of invisibility potion. I also use one of the Brrr Bear's snowflakes to make Wario visible again faster, since Wario cannot complete the level while transformed.
  • S2 - The Big Bridge (BLUE):
    • I use a clip to get the key early, and a waterclip to get up to the chest.
  • E1 - The Stagnant Swamp (BLUE):
    • I enemybounce to the key instead of having to transform into Puffy Wario.
  • E2 - The Frigid Sea (GREEN):
    • Doing this level with the Jumping Boots allows me to get to the Green key without having to freeze the water with a switch.
  • E3 - Castle of Illusions (RED):
    • I clip up the wall to get to the Red key early, and then use a transformation clip to avoid having to hit the switch. This treasure allows me to use the Next Map function to go from East to North.
  • N2 - The Peaceful Village (BLUE):
    • I enemybounce to skip the ladder, but it always puts me in a spot where I must kill the Doughnuteer. I have to ground-pound to stun him, or he will make me fat.
  • N2 - The Peaceful Village (GREEN):
    • The door to the Green chest is only open at night. I don't have to do the clip anymore, because I have the Jumping Boots!
  • N1 - Out of the Woods (GREEN):
    • I clip into the wall to get the Green key rather than using the enemy, because he walks away from me.
  • N4 - Bank of the Wild River (RED):
    • Bouncing off of the first enemy after the dashjump is faster (When Wario gets the Jumping Boots, his dashjump goes one block higher, so you have to correct for it in certain circumstances.) Fire Wario is used once again to go faster.
  • N4 - Bank of the Wild River (GREEN):
    • Climbing sucks. Time could be improved the most in the run here due to pretty bad climbing. I end up getting two coins to skip large sections of climbing. The boss is slow, and you have to get him to eat the cheese. Falling in the water will make him ignore the cheese. It's bleh.
  • N4 - Bank of the Wild River (BLUE):
    • Jumping off of the fire saves a lot of time here, otherwise I would have to break blocks and fall down, then climb back up holding a rock to get to the fire behind the Throw Blocks.
  • N6 - Sea Turtle Rocks (RED):
    • A waterclip is used to access the golf minigame early. My block breaking has improved, as well.
  • N5 - The Tidal Coast (GREEN):
    • If you hold forward and walk into the spikes, Wario will take damage, but his animation will not play, allowing you to fall through the spikes to the door. Two wallclips are used to get to the Green chest much earlier than intended.
  • S3 - Tower of Revival (GREEN):
    • My climbing improves here too! One small timesave would be to turn in the air before transforming into Fat Wario (He can't turn while transforming, only before or after.) It would save about 10 frames.
  • E3 - Castle of Illusions (GRAY):
    • A transformation clip is used to skip all of the switch-hitting and get to the green key. When you collect this treasure, you lose the Jumping Boots, so we get the Glove with Superpower II immediately after to get the upgrades back.
  • E6 - The East Crater (GRAY):
    • I juggle the little barrel instead of getting the other ones to save time here.
  • W1 - Desert Ruins (BLUE):
    • I showcase a really strange glitch I found while routing, which costs a second or so, but looks really bizarre. Wario becomes a section from his palate while falling if you land in the light in a specific way. I was not able to reproduce it on the closer light, so I had to fall down to do it. Boss is really easy. And boring. Bleh. I tested enemybouncing with the Hammer-bot, but due to the type of platform used, Wario cannot clip up to the higher platform (it's not a full block, it's a passable one.)
  • W4 - A Town in Chaos (GREEN):
    • An enemybounce is used to skip an entire platform. You can combine a clip with the ladder to pass through the enemy and bounce off of it, breaking the block to the switch. A clip is used to get the key, and an enemybounce is used to skip transforming into Vampire Wario.
  • W4 - A Town in Chaos (BLUE):
    • I have to wait for the Hebarii to spit its projectile, because it will do it as soon as Wario is on the screen, so I ground-pound to save time. An enemybounce is used to get to the key.
  • S1 - The Grasslands (BLUE):
    • I enemybounce off of the Hammer-bot to get to the key without transforming. I was unable to test whether or not the highest Silky's yarn ball would break with only one pass through the screens, because when I fell, no matter what frame I used, it would knock the two highest Silkies off, and I would have to leave the room to reset them, which took longer than just using the lowest one.
  • S2 - The Big Bridge (RED):
    • With the Jumping Boots, I can clear two of the Tadpoles, so I dashjump because it saved more frames than having to walk and jump over them.
  • S3 - Tower of Revival (BLUE):
    • I can't slide across multiple gaps because it requires a dash-slide, so I have to become Fat Wario. When one of the Omodons is dropped, Wario falls down the ladder, so I either have to wait, or take damage to avoid falling down them.
  • S6 - Above the Clouds (GRAY):
    • UGH. THIS LEVEL. This level sucks to play normally, and I can confirm it sucks to TAS as well. The room is on a timer (clouds alternate between transparent and solid,) so a lot of waiting around ends up happening. The timer appears to be different each time you enter the level, too. An enemyboost using a crouch allows me to get the Gray key and skip a very long climbing sequence.
  • S6 - Above the Clouds (RED):
    • Every time this level gets played, it's the same; Boring waiting. Boring, boring, boring. Two enemybounces allow me to get the key and get to the chest without having to leave the room.
  • W6 - The West Crater(RED):
    • I attempted over and over to repeat an enemybounce similar to the one in N4 Green, but Wario always hits his head on the thrown enemy in the tiny passage and falls right out. I use two wallclips to save time in this room. Lots of waiting on a trolley, so I mess around (except at the end, where I wanted to get Wario to fall asleep, but it didn't work...)
  • W6 - The West Crater (GREEN):
    • A wallclip immediately after entering the room allows me to get to the Green key.
  • E3 - Castle of Illusions (GREEN):
    • Just the same wallclip to skip the switches. Wario has to be transformed in order to get the Green key. A transformation clip is also performed to skip a switch.
  • E3 - Castle of Illusions (BLUE):
    • Wallclip to skip a switch, and an enemybounce to skip a section with the owl.
  • S6 - Cave of Flames (BLUE):
    • I re-used the part of me getting to the pipe, so the same mistake is present. A wallclip is used, as well as a slide-clip to skip having to use an enemy and turn into Fat Wario, respectively.
  • S4 - The Steep Canyon (GREEN):
    • I don't have to dodge the currents anymore, so this section goes by quicker. Lots of owl-flying, and not a whole lot special.
  • S4 - The Steep Canyon (BLUE):
    • I managed to find the perfect place to jump while rolling so that Wario lands directly next to the chest afterwards.
  • S6 - Above the Clouds (GREEN):
    • Golf AND Above the Clouds? Jeez. Lots of Zombie Wario slow movement, too, and you have to be Zombie Wario to fall through the platforms... it's like they knew, or something.
  • E6 - The East Crater (RED):
    • Nothing too special, just a bit of a maze-like level.
  • E6 - The East Crater (GREEN):
    • These last few levels have been pretty boring. This one is no different.
  • E2 - The Frigid Sea (RED):
    • I started to hate this level right about now, because Wario slips everywhere. This level is easier to do later, because you can throw the Brrr Bears instead of having to get a rock they put at the END of the level.
  • E2 - The Frigid Sea (BLUE):
    • Not more of this... It's better to jump and get snowed on, because you can KIND OF decide where Wario will fall, but it's not really that much, because as soon as that snow hits him, he drops like a rock.
  • E4 - The Colossal Hole (BLUE):
    • I clip onto a platform to avoid having to wait for the snake to pop up, but can't do it anywhere else because the specific pixel isn't in the right spot for the other platforms.
  • E7 - Forest of Fear (GRAY):
    • The gauntlet of climbing begins. Nothing special really happens in this level for most of the treasures...
  • E5 - The Warped Void (GRAY):
    • ... Wait, why was Forest of Fear E7? You have to get the Gray chest to unlock E5??? Guess I'm not the only one making mistakes. A VERY specific wallclip is used to get to the Gray key. I say specific because it gets grouchy if you hold the direction too early or too late and won't let you inside.
  • E7 - Forest of Fear (RED):
    • Told you nothing special was going to happen. Boring. Next.
  • E7 - Forest of Fear (GREEN):
    • Something happens! I enemy bounce, but have to wait for the other one to come to me, and if I scroll too far, I despawn it... Fun.
  • E5 - The Warped Void (RED):
    • Back and forth... and back. Jeez. This one isn't too special, you just have to avoid those warps or it kicks you out.
  • E5 - The Warped Void (GREEN):
    • An wallclip is used to complete this level very quickly.
  • E7 - Forest of Fear (BLUE):
    • Running into the light after being transformed lets us use invincibility frames to get the key without having to walk through them as a Zombie.
  • E5 - The Warped Void (BLUE):
    • What is usually a long and tedious level is broken by a wallclip to get to the key.
  • N6 - Sea Turtle Rocks (BLUE):
    • So much WAITING. I tried my best.
  • W6 - The West Crater (BLUE):
    • Another maze level. Jumping over the air wastes less time than walking into it.
  • W2 - The Volcano's Base (RED):
    • The enemybounce I mentioned earlier is used here... also more waiting. (I was worn out when doing this level so it's kind of... not a lot of motion. Boring.)
  • W3 - The Pool of Rain (BLUE):
    • Just some Puffy Wario stuff. Nothing interesting.
  • W5 - Beneath the Waves (RED):
    • Swimming. That's it. I'm able to knock the Teruteru off immediately by running into the wall for one frame... that's the most interesting part of this level.
  • W5 - Beneath the Waves (GREEN):
    • Swimming. Again. You have to break the block on the top of the platform with Yarn Wario... That's kind of interesting.
  • W5 - Beneath the Waves (BLUE):
    • WAY LESS SWIMMING. WOO. The boring-ness, however, hasn't left. Not that interesting.
  • S6 - Above the Clouds (BLUE):
    • Must be done at night. How else will you enter the moon? The designer of this level is laughing right at your face with the placement of the Blue key... I was not laughing.
  • E6 - The East Crater (BLUE):
    • Nothing too interesting, but I found a weird glitch where, if you throw something on the frame you land on a snake, Wario keeps his hand up in the air, and will "throw" nothing if you press B again. Didn't waste any time to show off because you have to wait for the snake anyway, as it's not in the right spot to clip.
  • N3 - The Vast Plain (BLUE):
    • Yawn. This last bit of the game has been pretty uninteresting, to say the least. I didn't actually realize how it would be until I'm sitting here, watching it over. Man. One enemybounce to reach the Blue chest.
  • N5 - The Tidal Coast (BLUE):
    • More swimming. Ugh. UGH. Nothing special. Just swim and shove your face into the Octohōn's butts to get them out of the way. That's it.
  • N1 - Out of the Woods (BLUE):
    • Here, we come full circle. A nice boss skip using two enemybounces combined with a wallclip is actually a nice way to end this game... but there's still the fearsome Rudy.
  • The Temple - Rudy
    • His cutscene is longer than his lifespan in this fight, because you can juggle his hand to hit him multiple times when you shouldn't be able to. He drops in four hits.
  • Credits
    • I showed the entire credit sequence, as well as a bit of the "Perfect!" screen, because you get a unique music loop on it.

Final Comments: This took me a stupid amount of time to complete, due to... stupidity. There are a few small errors in the run: After getting E1's Red chest, I didn't advance to the score screen for about a quarter-second. Oddly, I ended up getting the golf course I wanted on the first frame a few times after the mistake in E1 Red, so it basically ended up making itself up... sort of. There was also an extremely small timesave (only a few frames) that I was not able to get to work(I spent a good three hours trying to,) due to it being a really strange wallclip, and the only video of it I could find was a 360p TAS by a japanese runner, which did not show how to get it to work because of its poor quality. Big thanks to the (small) WL3 speedrun community for having guides. A few routing differences (I picked up coins when I didn't really need to, due to not knowing how much money I would actually have at the end of the game, when the three golf courses would cost 50 coins.) would easily shave off about a minute. For example, depending upon when I do N3 Red, I would have the Steel Overalls upgrade, which would allow me to break the blocks very quickly, but as stated previously, I did not know if I would have enough money to be able to do it later on. I plan on improving on this run at some point in the future, but for now, I really need a rest... For a screenshot, please use frame 305723.

slamo: Replaced movie file with a Spiked version that cuts off 746 frames...and judging!
slamo: Cancelling due to the production of a 100% movie that will be a more complete and technically proficient run. bunnywalk, if you change your mind about making the 100% run and you'd prefer that this movie goes forward with publishing, please let me know and it will be uncancelled.
Last Edited by adelikat on 10/31/2023 5:51 PM
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