Submission Text Full Submission Page
Wonder Boy III: Monster Lair is a hybrid side-scrolling shooter and platformer design, spun off from the greater Wonder Boy series.
Movie features:
  • Emulator used: Gens 11a
  • Plays at hardest difficulty
  • Takes damage to save time
You lose 2 frames when you jump, so it's only done when necessary and when you don't want to kill enemies when it would add lag frames.
At the end of stage, if you have 9 or more health left, the wait time increases for 17 frames per health bar.
WEAPONS
There are 6 different weapons and they spawn in random order. Only way to manipulate the order is to "reveal" different number of them in the first part of the stages. Flame wheel is the only rare weapon, later every 20-35 weapon drop is Flame wheel.
-Flame wheel is the best weapon in the game against bosses. It's the only weapon that does 2 damage per hit and lasts for about one second before disappearing.
-Rocket's explosion can take lots of enemies with one shot and is really needed in Jungle to kill giant snakes. In walking parts you have to be careful not to create lag with explosions.
-Shuriken are excellent protection against enemies that are closing you from behind, up or down.
MEMORY ADDRESSES:
00FFDD41
00FFDD43 - two counters for boss hp.
STAGES (lag frames) & BOSSES
1: BEACH (1 lag frame)
BIG FISH (96 hp - 8 frames)
2: JUNGLE (0)
SNAKE (?)
As you can see snake is different from other bosses. Can I say here we must color the snake?
3: CAVE (29)
BAT (72 hp - 8 frames)
4: COUNTRYSIDE (31)
NEST (96 hp - 12 frames)
BEE QUEEN (96 - 12 frames)
-Normally queen would move towards you every 63 frames, but I found out she could be locked in lower part of screen if you're on bottom two rows in front of her when she's about to move. So, I don't have lure the queen to go right. This makes the fight less entertaining, but it's probably the only way to win the fight without losing any frames.
5: ICELAND (0)
ICE MAN (96 hp - 8 frames)
At 10:10 he creates an iceblock which protects his hitbox. This prolonged his death for 2 frames.
6: DESERT (5)
CACTUS (96 hp - 7 frames)
7: VILLAGE (1)
MUSHROOM (176 hp - 2 frames)
Sometimes you can damage the heart in every frame.
Rolls are not manipulatable. Or at least I didn't find a way to manipulate them.
8: BEACH 2 (14)
25 sets of difficult crabs before boss.
GIANT ENEMY CRAB (96 hp - 8 frames)
9: SPACE STATION (5)
DRAGON RIDER (96 hp - 12 frames)
GHOST (144 hp - 11 frames)
I found improvement in Cactus boss, thus cancelling this submission.

TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14776
Location: 127.0.0.1
This topic is for the purpose of discussing #2578: maTO's Genesis Wonder Boy III: Monster Lair in 18:43.07
NitroGenesis
He/Him
Editor, Experienced player (550)
Joined: 12/24/2009
Posts: 1873
Cool, more maTO. That's pretty awesome. I'll vote yes for a great job! Also AVI coming soon.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Expert player (2578)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I thought I was watching a Master System run. it's indeed a great job, but the the game itself don't look like a Genesis' game, sorry maTO, your runs are excellent, but I have to vote Meh.
I am old enough to know better, but not enough to do it.
NitroGenesis
He/Him
Editor, Experienced player (550)
Joined: 12/24/2009
Posts: 1873
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2224
Location: Georgia, USA
This game is definitely a lot more entertaining than the first Wonderboy / Adventure Island game, thanks to fewer stages and more weapon variety. The bosses were pretty cool. I think this is a pretty good run! I was sort of hoping it would be the game from this submission though.
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.
Player (116)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Nice, I liked what I saw. Yes vote form me!
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Joined: 4/17/2009
Posts: 88
couldn't you save time by having less bar at the end of each stage?
Skilled player (1481)
Joined: 4/28/2005
Posts: 240
Location: Finland
AndyD: No, with 8 or less health bars the wait time is equally long. While watching NitroGenesis' DM-stream I realized being too careless with weapon drop before Cactus boss. When I have fixed it, should I send the new file to a editor/publisher or create a new submission?
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
NitroGenesis
He/Him
Editor, Experienced player (550)
Joined: 12/24/2009
Posts: 1873
maTO wrote:
While watching NitroGenesis' DM-stream I realized being too careless with weapon drop before Cactus boss. When I have fixed it, should I send the new file to a editor/publisher or create a new submission?
If it saves a lot of time then I would cancel and submit a new one. If it's only saves like, I don't know, a couple of seconds, then you could replace it.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Skilled player (1481)
Joined: 4/28/2005
Posts: 240
Location: Finland
64 frames. But it changed the order of weapon drops. I have to redo all three final levels, so I will either gain or lose some frames because of different weapons. Cancelling and submitting again in few days.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2728
Location: The dark corners of the TASVideos server
om, nom, nom... blech, salty!
NitroGenesis
He/Him
Editor, Experienced player (550)
Joined: 12/24/2009
Posts: 1873
TASVideos Grue wrote:
om, nom, nom... blech, salty!
That wasn't very nice.
TASVideos Grue wrote:
om, nom, nom... YUM, TASTY!
That's better. 'cough' Useless post 'cough'
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Skilled player (1481)
Joined: 4/28/2005
Posts: 240
Location: Finland
You can manipulate Mushroom rolls entering the lair in different frames if you don't get weapon drops. Difficulty is how to manipulate Mushroom rolls and get the flame whirl at the same time. I have to test if it's the time when you get a weapon drop in pevious level (Cactus boss) that manipulates next level's weapon drops and the rolls of the Mushroom. Flame whirl's drop frequency dropped quite dramatically when I improved Cactus boss. In this run it was the 7th drop and in improved run it's 24th drop. I had to annihilate almost entire village but it didn't slow me down. It will take lot longer than I first thought, but luckily the Mushroom is the only difficult obstacle here.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
I look forward to seeing this new version maTo. Good luck!
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.