Mega Man III, known as Rockman World 3 (ロックマンワールド3) in Japan, is the third Mega Man game for Game Boy, released in December 1992. The game continues the quest of the protagonist, Mega Man, in a never-ending struggle with his long-time nemesis, Dr. Wily. As with previous Game Boy releases, the game incorporates gameplay elements and bosses from two sequential Nintendo Entertainment System (NES) games: Mega Man 3 and Mega Man 4.
Game objectives
- Emulator used: Bizhawk 2.8
- Aims for fastest time
- Heavy luck manipulation
- Takes damage to save time
- Uses no passwords
Improvement
- Sliding does reduce lag in some situations - What´s interesting sometimes a slide cancel before a Lagframe removes it; that´s why i sometimes do slide cancels in some spots.
- Pressing UP on the D-Pad ends a slide immediately!
- You can store up to 30 frames of "charge" and still release a uncharged shot. I found out that by slide-canceling you're able to bypass the reset of the charge and speedup a lot of the "buster-only" fights, e.g. Shadow Man, Dust Man, Punk.
- Like the NES games is based on, this game waits until all the Robot Master explosion bubbles are off the screen before Megaman collects his weapon. So I try to end each fight with the robot as close to the center of the screen as possible without wasting time.
- In all stages subpixel are heavily improved, other improvements are listed below.
Shadowman
Faster Bossfight with the "charge-up glitch".
Sparkman
Forced Sparkman into the center by manipulating the RNG so that he changes direction early.
Snakeman
Optimized Lagframes and enemys in the stage.
Geminiman
Optimized beginning with fewer lagframes, better bossfight.
Wily1
Nothing much changed.
Dustman
Improved the Crusher-section with the "charge-up glitch" to make it out a cycle earlier.
Improved the Bossfight with the "charge-up glitch".
Skullman
Nothing much changed.
Diveman
Optimized weapon usage and refill timings.
Really hard stage to optimize since specific jump-heights are on a framerule which changes every other frame.
In the Diveman fight you have to be careful when to activate your last skullshield, 1 frame earlier or later may or may not add up to 20 more Frames before you teleport out, for whatever reason i don't know.
Drillman
Found a way to skip the bomb-section entirely by "falling off" the edge and regrab the corner. This will set up Rushjet 4 pixel lower and enables Mega Man to slide through the top of the Bomb-Sprite like in Sparkman stage.
Punk
Optimized the fight with the "charge-up glitch".
Wily Watercastle
Most of the Castle is still the same, since the rooms are very repetitive.
Optimized the Ladder-section: by falling of the ladder Rush-Jet is summoned 8 pixel closer to Mega Man, enables him to directly land on Rush and jump earlier.
Avoided an Enemy saves an extra refill after the Suzy fight, btw. killing the Suzy in that "squishy" animation completely erases the big health refill.
Figuring out how to kill the Wily Machine without Rush-Coil can put this run to the magic 22:5X time.
Finding more useful spots where you can use the slide through sprites glitch, maybe leading to zips or out of bounds stuff.
Shoutouts to
"Noxxa and Nach" :)
As screenshot I´d suggest: 61482
nymx: Claiming for judging.
nymx: Re-uploading to get a corrected cycle count.
nymx: Well, as I've said on other submissions. The queue is growing. Gotta get to work here.
Your run is really impressive. One of the improvements that I like the most is the reduction of lag. Usually on my last pass of a TAS, I go back to reduce lag. That way, I can slow down and see other problems as well. It may have not been the same case here, but your effort paid off and I applaud you on a hard fought effort. Your re-record count shows that you must have beat this game to death. :)
Spikestuff: Why does this character look familiar.
staring at top left corner --Nah that's Bass.
changes to light theme. Mega.