Submission #9532: inconsistent's DS Pac-Man World 3 in 21:10.73

Nintendo DS
baseline
(Submitted: Pac-Man World 3 (USA).nds USA)
Bizhawk 2.9.1
76023
59.82609828808082
13698
PowerOn
40a92219fb2d1f5905e1cf18684690af
Submitted by inconsistent on 2/15/2025 6:56 AM
Submission Comments
Pac-Man World 3 is a 3D platformer. You play as Pac-Man as he goes to stop Erwin from siphoning all the energy in the Spectral Realm. The DS version is a relatively bad port of the PC/Console releases, with much content removed and no cutscenes. This is an improvement of 03:42.80 over my previous submission, thanks to new tricks I've found.

Game objectives

  • Emulator used: BizHawk 2.9.1
  • Rom Hash (SHA1): CD4781100A409E4747C432FD0D59BD09A7D614E3
  • Beat the game by obliterating Erwin as fast as possible

Improvements

LevelImprovement
Bot Boneyard38 frames (00:00.64)
Banni Wastelands626 frames (00:10.46)
The Spectral Cliffs1602 frames (00:26.78)
Gogekka Central1399 frames (00:23.38)
The Spectral Vale313 frames (00:05.23)
Zephyr Heights1634 frames (00:27.31)
Ancient Catacombs1293 frames (00:21.61)
Gogekka Heights279 frames (00:04.66)
Banni Canyon67 frames (00:01.12)
Cragstone Bridge3210 frames (00:53.66)
Erwin's Fortress1329 frames (00:22.21)
Dungen Gunden267 frames (00:04.46)
The Spectral Zenith492 frames (00:08.22)
Shadow Temple788 frames (00:13.17)

Movement, Glitches, and Tricks

The fastest form of movement is the rev-roll, which is ~2.7x faster than walking. They last for 2 seconds with a full charge. You can double jump out of them (as well as wall hangs) by pressing B the frame before/after it stops. For unknown reasons, many things are tied to the rev-roll (door opening/closing animation, rev plates, elevators, etc). If you're charging the rev roll at the end of those animations, you'll jump, so I usually wait for their animations to finish before charging.
Elevators usually lock you in place when you ride them, but if you jump the frame before it locks, then it will rise with Pac-Man still able to move (which is called EEE for early elevator exit). But even with this, elevators disable the rev-roll if you're on them, so you need to hop off before you can start one.
You can clip into walls if enemies push you into them. They need to run into you without attacking, because that will stop their movement. So I either make then run at an angle they need to turn into (because they only attack if you're straight in front of you), or jump above their vision right before they attack.
(NEW!):
- If you do a rev roll into a cute corner, you can clip through it.
- Getting yourself inside a wall and being on the edge of allowance for a wall jump, lets you infinitely wall jump up that wall.
- The ending of the punch animation not only stops your Y momentum, but also lets you jump from out of it (even if you're airborne).
- Certain walls have a very small area where you can stand on top of them

Stage by stage comments

I'll only list improvements from the last run to save writing, you can read the submission notes from that if you want more info.

Bot Boneyard

Slightly better movement. At the end of the level, instead of wall jumping left to right, I wall jump up and down, which is faster.

Banni Wastelands

I jump into the cute corner near the door to clip into it. This lets me skip grabbing the key. Then, using the collision on the rocks, I skip riding the Pac-Chain.

The Spectral Cliffs

I rev roll jump up a wall to stand on it, then double jump to reach a later area. You can see a top-down view here. This route (the orange line) saves a lot of time compared to the old one (the blue line) because you don't need to run around the level. Later I stay on top of a wall to skip another small portion of the level.

Gogekka Central

I wall clip with the spinny robot then double jump OOB to invisible flooring, which skips entering the spectral room.

The Spectral Vale

Using the infinite wall jump, I save some time from being able to double jump over a fight.

Zephyr Heights

I skip riding the elevator by jumping off a piece of flooring that juts out from the wall.

Ancient Catacombs

The box near the door allows me to clip into it. From there I infinite wall jump and double jump past the second door. Slightly faster way of killing the guys at the end of the level.

Gogekka Heights

BOOORING!!

Banni Canyon

Pretty much the same :3

Cragstone Bridge

"oh boy, i can't wait to see the famous cragstone bridge in this improved TAS! " you say, unaware that this tas skips it entirely
The punch had a very limited use in my previous TAS, but now I see the true potential of Pac-Man's Pretty Phreaking Powerful Pac Punch. Because punching preserves Y momentum, I punch off the edge and fall under the wall, then I infinite wall jump to the top. This skips the movement of getting the blue keys and having to get the ancient keys, which the blue line outlines. Then I wall clip with the spider robot to skip grabbing another key.
I have better movement getting to the top of the level. There are boxes at the bottom which you clip into (similar to Ancient Catacombs), however staying OOB with them and infinite wall jumping to the top didn't save time over going the normal way.

Erwin's Fortress

Remember last submission where I was sobbing about how I couldn't skip the first elevator? Well, with our wonderful box buddies, I clip OOB then infinite wall jump to skip it and save ~17 seconds.
It's slightly faster to clip through the ceiling and jump OOB.
Now, it's time to sob about still not being able to skip the second elevator. I really did exhaust every possibility I could think of and just couldn't do it. The death barriers are placed higher than they are in Cragstone, so you can't get under the wall. And while you can go above the collision (as shown from the ceiling clip) you can't get close enough to that room to stay OOB and skip it. I had an idea that uses butt bounces: the hitbox is wide enough to hit the ground, but not to go inside the wall. But the big ass hole in the center of the room is the real problem, there is no flooring OOB here, so I can't keep doing the butt bounce around the room, and infinite wall jumping on the same wall takes too long for this to save time. None of that would even matter if I could stand on the walls like I did in Cliffs, but you just can't here. It might be because of the ceiling, it might be because of some other shitty quirk I don't know about, but for now this elevator is here to stay.

Dungen Gunden

About the same, with better movement. At the end of the level I wall clip with the spinny robot to stay on the pacifist route, only to have to kill the next robots in a more optimized way.

The Spectral Zenith

I wall jump up the walls at the start to save some movement.

Shadow Temple

A faster way to skip the elevator. I go under the wall at the start (thanks to some ground collision) then fall to the end. I have to watch out for death barriers, so I can't fall straight down.

Special Thanks

My loving Grandmother who bought me this game for Christmas
Last Edited by inconsistent 4 days ago
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