Wonder Boy III is an action-adventure platforming game for the Sega Master System. Wonder Boy has been cursed by the MEKA Dragon and must locate the Salamander Cross to lift his curse. Upon defeating bosses, new character transformations each with unique abilities are unlocked, allowing the player to explore new areas, buying Sword, Shield, and Armor upgrades along the way.

Goal Choice

This TAS completes the game as fast as possible with the only restriction being no password use.
Instead of beating the game normally by fighting all the dragons and unlocking all of the character transformations, I skip directly to the last boss fight and finish the game as Lizard man. This is possible with the use of Charm Stone doors. Upon collecting 99 Charm Stones, an item that has a 1/16 chance of dropping from some enemies, several doors appear in the middle of town. These doors will take you to any main boss in the game, including the final boss. This allows the game to be completed almost 10 minutes faster than the previous TAS!
This run is entirely dependent on luck manipulation to get the 99 Charm Stones required in reasonable time. This route would be difficult to perform in real time, surprisingly not because of the luck manipulation, which is certainly possible in real time, but rather because of being so under-equipped for the last dragon fight. With the extra time taken ensuring correct RNG, and the added difficulty to the last fight, this route probably wouldn't save much time over the Tasmanian Sword exploit route for RTA.
I wouldn't consider this run to be in the same category as the previous TAS since the two routes completely diverge at about 3 minutes in. My opinion of the categories for this game is as follows:
Any%: The category of this TAS, the only restriction is no password use. This is the only category allowing Charm Stone doors.
Any% (No Charm Stone doors): No Charm Stone doors are allowed, but the Tasmanian Sword exploit can be used to skip dungeons. This is generally the category of choice for RTA Speedruns.
Any% (No Charm Stone doors, No Tasmanian Sword exploit): This is the category of the previous TAS which restricts both the use of Charm Stone doors and the Tasmanian Sword exploit for a more natural route through the game.
100%: Finish the game with every Sword, Shield, and Armor upgrade purchased/collected. Not very entertaining but it might be interesting to route with proper RNG manipulation.
Any% (Goldenblocks): An interesting route variation that involves using a specific combination of gear to allow placing blocks anywhere. Tasmanian sword and Charm Stone doors are not allowed.

RNG Explanation

Wonder Boy III uses randomness in many situations, including but not limited to: dealing & taking damage (critical hit calculation), deciding which item a defeated enemy should drop, and loading some types of enemy (used at 4:40). When randomness is desired, the game reads from an RNG table consisting of 385 bytes which are exactly the same each time you play.
The randomness comes from a pointer to the current location in the table, which advances by one each time a random event occurs. Once the end of the table is reached the pointer is reset to 0. Using this knowledge, I can manipulate for critical hits, and most importantly specific item drops from enemies. RNG manipulation is possible in real time, but it can be difficult to tell where you are in the table without a RAM watch.
The RNG table is stored in RAM from 0x10A5 - 0x10DB and the pointer to the current location in the table is at 0x10DC (16 bit). The table is actually 55 bytes long and updates, but considering it as a static repeating 385 bytes is a simplification.
When the game reads a byte from the RNG table it interprets the value as 1 of 16 outcomes. For example, the bytes 0x03 and 0x13 result in the same outcome. As a result, each enemy has 16 possible item slots and there are 16 possible values corresponding to each item slot.
The only enemies in the first part of the game that drop Charm Stones are clouds, blue crabs, and a far off underwater crab. Each of these enemies have a 1/16 chance of dropping a Charm Stone. But luckily, clouds and crabs have the Charm Stone on different slots. So it is more like a 1/8 chance of a Charm Stone between them, but only if you know which one to kill.
I was able to plan out exactly which enemies to kill before beginning the TAS.
Since I have to advance the RNG roughly 7 times between each Charm Stone, I use this time to get arrows to kill the clouds. Charm Stones from clouds are difficult to route in since the ratio of clouds to crabs in the first area is quite low. So getting several Charm Stones in a row from clouds would be quite slow since many extra map reloads would be required.
I've uploaded a recording of this TAS with the RNG values displayed linked in the YouTube description.

Optimizations

This run is quite different to the original TAS but they both complete the first boss normally. I was able to make a few optimizations throughout the first castle.
Attacking while jumping will slow down the player. There are a few frames when falling after a jump that slow the player less than normal when attacking. Some enemies on the way out of the first castle are too short for a fireball shot on these frames to hit. Instead, I attack on the optimal frame and then jump again to manipulate the enemies jumping into the fireball. This allows me to travel 1 extra unit per enemy. I save some time over the original TAS using these optimizations. Each enemy requiring this took 30-60 minutes to TAS since manipulating them was so difficult.
During the first dragon fight, I wait for the dragon to come closer to the center of the screen resulting in him only leaving the screen once during the fight. This saves significant time over the original TAS which had the dragon leave the screen twice.
Another small optimization is walking as far as possible when entering doors. If you only input right or left for long enough to touch the door, you will slow down before the game recognizes that you’re in front of it and lose some time.
The last optimization in the castle was using an earlier falling block for the damage boost to get outside. Overall I was able to save 2-3 seconds in the castle over the original TAS.
I lose 4 frames passing the skeletons at the end of the castle, but this is essential for RNG manipulation.
Optimizing the Charm Stone grind is fairly straightforward. There are a few tricks such as shooting 2 crabs with one fireball, and changing map before the item spawns. The latter can be used if I don’t want to advance the RNG too much. The game only allows two items on screen at once, so even though I don’t need gold, I grab some to clear the screen for Charm Stones. Gold is useful for advancing the RNG since it advances two bytes instead of the usual one.
Jumping doesn’t usually lose speed, but jumping from standing still does. Figuring out the best time to turn around to grab Charm Stones while jumping was very difficult. Having a RAM watch with position and velocity was absolutely essential.
In the last fight, I am able to hit the dragon towards me by shooting a fireball quickly enough that it reaches the other side of the dragon before they become vulnerable again, stun-locking them on screen for much longer than attacking only from one side. The boomerang is used when the fireballs can’t be used quickly enough to keep this going.
This TAS was made using TAStudio on Bizhawk 1.11.6

GoddessMaria: Judging.
GoddessMaria: Hmm... this submission does indeed succeed in optimization, but there's the matter of entertainment, specifically the majority of the movie spent grinding... Sadly the lengthy grinding got repetitive enough to the point that it no longer qualifies for Moons. Still... it does complete the game as fast as possible and optimally, beating the current movie in record time.
Accepting for Vault to obsolete the current movie.
fsvgm777: Processing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15558
Location: 127.0.0.1
Synahel
She/Her
Former player
Joined: 1/19/2011
Posts: 260
Location: France
Now that's an interesting TAS-only route! A bit tedious, you might say, but still, interesting. Planning and RNG manipulation must have been hell, but i'm happy to read a bit more about how it works in this game (i'm myself very interested into knowing how lucky you have to be to drop the Dragon Mail or the Hades Armor or the Tasmanian Sword from enemies, but that's out of topic here). I guess deathwarping after getting the 99 charmstones would also make you lose time, consering you got an elixir? Holy frack the multi-hit on the Dragon Vampier looks amazing. Long battle, but fun to watch. *currently smiling because goldenblocks% is in the description*
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
I guess deathwarping after getting the 99 charmstones would also make you lose time, consering you got an elixir?
Death warping makes you lose your secondary weapons including boomerang. For the actual publication I wonder if there is a way to use the Wii VC version rom as that one removes the flashing seizures, otherwise a warning before the final boss may be required
greenalink.blogspot.com
Techokami
He/Him
Joined: 6/23/2008
Posts: 160
Impressive, but not very entertaining. Good for vault at least.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
My comments are about the same as Synahel. It's a neat route choice, and the final fight is awesome even though it's long. It's cool to see that we finally know much more about the RNG. I also liked seeing the strategic use of the arrow drops during the grinding phase, as it made the grinding less repetitive. I'd be curious to see a "boss rush" style demonstration that uses the charm doors to fight all the bosses at this absurdly low-leveled situation. (Well, every one except the Zombie Dragon with his long phases underground.) This wouldn't be a good category for submission though. A few questions: 1) Are the charm doors a legit feature of the game, instead of a debug code kind of thing? 2) Would an any% run improvement without charm doors or Tasmanian Sword (like the currently published run) still use the swimming glitch? It's a pretty major glitch, but it's not game-breaking.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Editor, Skilled player (1438)
Joined: 3/31/2010
Posts: 2108
This was an interesting run. I'm not familiar with the previous any% route, though this movie was pretty cool. The grinding dragged on for a while though, I wish that section was shorter. It was somewhat varied though, so it could have been worse. As it is, the movie looks well optimized. Voting yes.
The8bitbeast
He/Him
Expert player (2628)
Joined: 11/26/2015
Posts: 183
Location: Australia
mklip2001 wrote:
A few questions: 1) Are the charm doors a legit feature of the game, instead of a debug code kind of thing? 2) Would an any% run improvement without charm doors or Tasmanian Sword (like the currently published run) still use the swimming glitch? It's a pretty major glitch, but it's not game-breaking.
1) I think its a matter of opinion. I personally consider that the Tasmanian sword is a debug feature since it is so late in the game and it would be inconvenient to get that far just to debug. I have a similar opinion about the doors, but since the routes are so different it makes sense to seperate them regardless of whether or not it's a debug feature. 2) An improvement for the old TAS would be very similar. The swimming glitch would be used if the legendary sword would speed up the fights enough. Also it's possible to skip the pihrana man boss without using charm stone doors or Tasnanian sword. If this was quick enough it could be used. Hence a title like "all bosses" unfortunately wouldn't work for that category.
Synahel wrote:
i'm myself very interested into knowing how lucky you have to be to drop the Dragon Mail or the Hades Armor or the Tasmanian Sword from enemies
As far as I know there are only 16 item slots so minimum chance of a tasmanian sword, dragon mail or hades armor should be roughly 1/16.
Greenalink wrote:
For the actual publication I wonder if there is a way to use the Wii VC version rom as that one removes the flashing seizures, otherwise a warning before the final boss may be required
If i can figure out how the flashing works, it may be possible to have a "camhack" video with no flashes providing it syncs with the TAS. I currently have no knowledge of how the flashing works.
The8bitbeast
He/Him
Expert player (2628)
Joined: 11/26/2015
Posts: 183
Location: Australia
I personally consider that the Tasmanian sword is not a debug feature*
Joined: 5/29/2004
Posts: 757
Personally would have preferred the Genesis version, but wow did they seriously pack a lot into this port! I was kinda bored by the farming... I wish there was a more exciting way [or array of enemies] to accomplish this... but in the end, the slow as hell Vampire Dragon fight actually made me smile a bit and laugh at the craziness. It essentially bordered on MEH for most of the run, but those antics just made it into a weak yes. In regards to categories... Any% being this... Any% No Charm Doors [Only for sanity] and 100% all make sense. The others are just clutter.
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Synahel
She/Her
Former player
Joined: 1/19/2011
Posts: 260
Location: France
Genesis version of Wonder Boy III is a totally different game, more like a shooting game.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15558
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3143] SMS Wonder Boy III: The Dragon's Trap by The8bitbeast in 21:44.16
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Uhm... Why the hell did this run obsolete my run? Two entirely different ways/runs of completing the game.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Noxxa
They/Them
Moderator, Expert player (4109)
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
AngerFist wrote:
Uhm... Why the hell did this run obsolete my run? Two entirely different ways/runs of completing the game.
The previous run was in the Vault, and had poor entertainment ratings so it didn't qualify for a higher tier. As there is now a faster run, the previous run also loses Vault eligibility, and hence it is obsoleted by this run.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
The8bitbeast
He/Him
Expert player (2628)
Joined: 11/26/2015
Posts: 183
Location: Australia
I would have to agree with Angerfist. These are two very different categories. Even though this category is quicker, Angerfist's run got so see more of the game and is a completely different route. In his submission text, Angerfist says that he omits certain features (Tasmanian Sword) and a run that used them would probably be in a different category. My intention was not to obsolete Angerfist's run.
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Vault only allows any% (fastest by any cost) and 100% (full commpletion), which one of these was the previous run?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Two different any% runs. I do not agree the way current system works.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Samsara
She/They
Senior Judge, Site Admin, Expert player (2109)
Joined: 11/13/2006
Posts: 2822
Location: Northern California
Two different any% runs is not how Vault works, nor is it how Vault has ever worked, nor is it how any record site for anything has ever worked. This is a faster any% run, so it obsoletes the slower run. There's literally no reason to have both published at the same time if they're in the exact same category. If you disagree with the system, take it up with the site at large, don't just post here because it affects you and what I can only assume to be a piddling amount of player points. There's a thread in Sites about problems with the Vault, might as well use that.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Samsara wrote:
If you disagree with the system, take it up with the site at large, don't just post here because it affects you and what I can only assume to be a piddling amount of player points.
Yeah don't assume stupid things like it's about my player points which I couldn't care less about. Whoever pissed in our soup is the one who should get your attitude, not me.
Samsara wrote:
There's a thread in Sites about problems with the Vault
I don't follow each and every thread created around here but sure, I'll make sure to post there.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
Maybe the old any% run should be added to Obsoletely Fabulous?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
AngerFist wrote:
Uhm... Why the hell did this run obsolete my run? Two entirely different ways/runs of completing the game.
Maybe it's time to fix this mistake rebranching AF's run?
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!