Hetfield90's Mega Man X3 100% TAS in 42:50.8. Emulator used was BizHawk 1.11.0.

Goals

  • Uses no passwords
  • 100% item collection
  • Aims for fastest time
  • Abuses programming errors in the game
  • Manipulates luck
  • Takes damage to save time
  • Contains speed/entertainment tradeoffs

Overview

Although this site already has a "100%, Best Ending" run, I felt that a "true" 100% run which collects the Z-saber in addition to the Golden Armor possessed enough gameplay differences in the mid-late game to merit having its own TAS. As far as branch names go, if this run gets published, I think it would make the most sense to leave this run as "100%" and take the 100% out of "100%, Best Ending" and call it either "Best Ending" or "Best Ending, Max%", since a run which does not collect the Z-saber is technically not 100%.

Tricks used

  • Neon Jumps - Shooting a tier-3/4 buster shot and jumping on the same frame during an air dash allows X to jump mid-air, since the game registers X as being on the ground during this frame.
  • Charging during projectile travel time - Creating distance between X and a boss before you fire an uncharged shot allows you to gain a head start on your next charge equal to the projectile's travel time. This makes some pattern of alternating between charged and uncharged shots the fastest way to kill the majority of bosses in the SNES X games.
  • Luck manipulation - From best to worst: firing Acid Burst, creating dust sprites from wall slides, firing a t2 buster shot, killing more/less enemies, using Triad Thunder, firing Frost Shield, waiting frames.

Stage Info

Since 5 of the 8 Maverick stages are the same across both categories, some of the stages are compared to the published best ending run in these notes.

Intro Stage

  • 2 frames were saved over the best ending run by eliminating a double kick in Zero's climb as well as having a slightly more optimized Maoh fight.

Tunnel Rhino

  • 4 frames were saved during the stage from more optimized movement, and 19 frames were saved on the boss fight by eliminating all consecutive charged shots.
  • It wasn't until much later in the run that I realized that the tier-2 buster shot advances the RNG sequence. If I remember correctly, I delayed my movement by 3 frames to manipulate the optimal pattern from the final purple tank in the stage, which could have possibly been manipulated with buster instead.

Blizzard Buffalo

  • 12 frames were saved by slope jumping to the left wall before the 2nd ladder and air dashing after the final slope(to stay airborne with slope speed longer).

Neon Tiger

  • 52 frames were saved in the first half of the stage by taking a different route to the E-tank, eliminating a wall jump before the arm parts capsule, letting go of the ladder before the miniboss by firing a neon shot instead of hitting jump(which starts X's fall at the downward ladder climb speed of -752 sub-px/f instead of the standard 0), and a more optimal miniboss fight.
  • It would have been possible to do the neon release on the ladder after Bit's room if it was possible to move him to another stage. There is a double neon jump that saved more time on Beetle's stage which was not possible if Bit was present(you would need to be charging instead), and you run into problems with Frost Shield ammo if Bit shows up on Seahorse's stage. The only enemies between Bit's and Seahorse's rooms that drop ammo are the missile guys at the end of the stage which cannot drop large ammo, have abysmally low drop rates on small ammo, and I would have needed to get 4 of them to fight Bit there.

Gravity Beetle

  • 8 frames were saved through minor movement differences, and only doing one neon jump in the short climb after the elevator(more frames were saved in lag reduction but I didn't take this into account because of emulator differences).

Toxic Seahorse

  • Only 1 frame was saved on this stage because of having to take extra lag reduction measures being on a more accurate emulator.

Blast Hornet

  • 2 frames were saved in the first half of the stage with slightly different movement, but more time was saved in lag reduction.
  • Shooting Acid Burst everywhere was to manipulate Byte to appear on this stage. Get used to this, because Acid Burst trumps all other forms of RNG manipulation in almost every way(aside from dust sprites from wall slides during boss fights), and is used to manipulate almost everything in the remainder of the run.
  • 30 frames were saved on the boss fight with a new strat. Starting with the two 2-damage charged shots from the t4 buster charge flips the charged shot/uncharged shot alternation around so you will end the fight with an uncharged shot instead of a charged one like on Rhino or Buffalo if you don't do something about it. Ending with an uncharged is inefficient since it wastes the uncharged's shots usefulness of allowing you to charge during it's travel time for an earlier subsequent charged shot. Agwawaf deals with this by firing 3 consecutive charged shots at the end of the fight, which is only a few frames faster since you cannot charge while another charged shot is on screen, and they take a while to disappear even after hitting the boss. The standard RTA strat for this fight, invented by The"Shoryukenless"Sid himself, is to fire uncharged Gravity Well to charge up to t3>catch it then fire a charged Gravity Well>pause cancel the animation>hit Hornet with any weapon for one damage after his i-frames reset from hitting the floor, then fire an uncharged Gravity Well to brew up another charge and repeat the cycle. Over the course of infinite hp, the buster/splasher(or acid) combo deals more DPS than the RTA Gravity Well combo, but since the Gravity Well combo deals an odd amount of damage, using it once will flip the buster/splasher combo around so you end with a charged shot. In addition to this, the Charged Gravity well had to be fired from as high as possible, since it does not damage Hornet until it leaves the screen, and the Gravity Well combo had to be used at a specific time during the fight, his stinger moves had to be manipulated in certain directions, and he had to be manipulated to return to a specific side of the room after each stinger and Gravity Well, all so that Hornet would die at the lowest point of his figure 8 pattern since his explosion does not start until he falls to the ground. This fight took longer to optimize than the entire rest of the TAS up to this point.

Volt Catfish

  • 6 frames were saved during the stage from minor movement optimizations.
  • In retrospect, it would have been 2 frames faster to fight Byte on this stage instead of Hornet(you have to wait 2 frames for a charge to kill the enemy after Byte's room in Hornet if you fight him there). The reason I didn't is because it's slower to fight Byte on this stage in RTA because you need a charge shot to kill the enemy after his room, but the TAS strat involves neon jumping over him, and I overlooked the fact that you can barely get charged in time for it after fighting Byte.
  • 48 frames were saved in the fight by starting phase 2 sooner and subsequently getting a more optimal i-frame reset. This was done by calculating the amount of time it takes before X can first fire the final drill as well as how long each of Catfish's actions take from each of his positions in the room, and finding the exact right permutation of these actions(which also had to be in the correct positions) that cause his phase 2 i-frame reset to occur as soon as possible after X is able to fire the final drill. Through the combined efforts of FractalFusion, Nrgzam, and myself, we were able to find a combination of actions/starting positions which had a total framecount equal to the amount of time it took to fire the earliest possible drill, achieving a perfect i-frame reset.

Crush Crawfish

  • 300 frames were saved over the any% runs by visiting Vile's secret stage in Crawfish's stage instead of Catfish's. According to FractalFusion, this was due to the assumption that exiting Vile's stage ported you to the start of the stage and not the nearest checkpoint.

Vile

  • The falling junk in the first climb was a nightmare to manipulate, but after hours of hex-editing I was finally able to pull it off.
  • The concept behind the Ray Splasher DPS is the same as buster on the first few bosses(create as much distance as possible for your uncharged shots so they can be fired as early as possible) but with a few twists. Doing a vertical dash cancels an uncharged Ray Splasher and allows you to start firing another one soon after, and firing 2 shots like this in between charged Ray Splashers gives you enough time to not only gain horizontal distance, but vertical distance on the boss as well to utilize the final Ray Splasher shot's diagonal trajectory. Because of ammo constraints, I did not have the liberty to use 2 uncharged Ray Splashers in between every charged one, but even firing one uncharged splasher in between charged ones is faster than any other alternative. You also have to take damage as you fire each charged Ray Splasher in order to interrupt the long animation. Also due to ammo restrictions, I had to fire two buster shots during the middle of the fight, but by taking a hit during the transition I was able to regain control of X and charge up without wasting any time. The buster shots were used in the 2nd phase because the 2nd phase is essentially an autoscroller(since you cannot hit Vile with charged Ray Splasher when he is on the ground so he will not die until he jumps into the final charged Ray Splasher), and I tried every possible strat that could end the fight with an uncharged Ray Splasher(since that can hit him while he's on the ground), but everything else was too slow to kill Vile before his final jump. Ending the fight with a charged Ray Splasher allows you to use more Ray Splasher during the fight, since it consumes 2.5 ammo per use but can be fired with even .5 ammo remaining. Using these ammo conservation strats during the autoscrolling phase 2 allowed me to deal maximum DPS during phase 1, starting with a charged Ray Splasher and using 3 others which were preceded by 2 uncharged Ray Splashers each. I also had to manipulate Vile's rime armor dash durations to keep him as far away as possible(so I could get more more travel time on uncharged shots) while still forcing him to attack me immediately after each charged shot(and especially during the transition).

Revisits

  • 12 frames were saved in the Rhino revisit from slightly more optimized movement.
  • Normally it is faster to do back and fourth wall kicks when two walls are close enough together(since you eliminate the 1 frame that X is frozen in air while changing poses to regain control 12 frames after wall kicking), but wall jumping this quickly caused too much lag while charging a Triad Thunder with the boulders rolling down below at the end of the stage.

Doppler 1

  • Parasite Bomb was used on the 2nd missile guy to prevent him from firing a missile that causes lag.
  • All of the acid you see from after the miniboss onward was to manipulate Mosquitus' death animation in the next stage.
  • For some reason, unlike in X1/2, picking up health midair resets your falling speed, so I did not waste any frames by not jumping earlier while I was picking up the health before the Golden Armor capsule.
  • I get 2 free Hyper C. neon jumps after the obtaining the Golden Armor since I have to take damage from Ultima Weapon to cancel charged Ray Splasher animations anyway(taking damage refills Hyper C.). Neon jumps give the same 5px/f initial vertical velocity as wall jumps, but have a much quicker animation(and no mid-air pose change).
  • Since uncharged Ray Splasher deals 3 damage to Ultima Weapon(instead of 2 like on Vile), I can only set up one of the charged Ray Splashers with a double uncharged. Still, it is faster to use 4 charged shots on Ultima Weapon than any lower amount.

Doppler 2

  • Doing a double neon to get to the left wall leading out of the water pit and calling Zero is over a second faster than calling him earlier and climbing the right wall like in any%, despite the fact that you have to wait for the green charge during the Mosquitus fight. This wait time isn't pure time-loss, since you are baiting Mosquitus to the right during it, resulting in less travel time for X after the fight.
  • Mosquitus death animation is comprised of him flying in a random direction every 4 frames. He has a 3/4 chance of flying towards Zero, and a 1/4 chance of flying in one of 8 directions separated by 45º angles. In order for him to land on Zero and blow up, he needs to be on the same X-axis pixel as zero then choose to either fly towards Zero or straight down. Thanks to FractalFusion's disassembly of the fight, I was able to find a long enough string of RNG values on every 4th frame that homogeneously yielded "towards Zero" patterns for the duration of his entire descent, and after eroding Doppler's entire fortress with a sea of acid I was able to reach it.
  • The Doppler Octopus explosion skip is still something that is a bit of a mystery to me. After practicing it hundreds of times in RTA, Luiz Miguel and I concluded you have to make the first Helit in the spike wall climb reach an altitude about half way up the climb(which is expedited by baiting him to shoot two missiles, increasing his vertical velocity by a substantial amount), and then kill Doppler Octopus with the damage over time effect of the ranged Z-saber. I pretty much just applied that to this run and it worked, but there was nothing I could glean by looking at the game's memory that would suggest the Helit in question is actually related to the explosion skip. He leaves the game's active memory when you either kill him or reach the first boss door, so I'm not really sure what to say.
  • The sprite glitch during the skip is the result of vertical dashing as the fight ends. Doing this delayed the stage fadeout by 87 frames compared to landing on the ground and listening to the victory jingle, but everyone I asked said I should include it as a speed/entertainment tradeoff.

Boss Rush

  • Routing the boss rush was a delicate balance of taking damage to refill Hyper C. while using it at optimal times, and efficiently wasting the preliminary shots before saber(which is heavily positioning based for both X and the boss), since you cannot use the saber until both of these shots have left the games active memory.
  • The most important part of the saber rush is to never fire the first corkscrew shot from the green charge, since even when it is no longer visible after hitting a boss or leaving the side of the screen, it stays in the game's active memory for a disgustingly large number of frames. This is avoided every charge by taking damage either 20 frames before reaching each green charge so you can waste corkscrew shot without firing it by releasing shoot on the frame before you regain control after the 21 frame knockback duration, or ideally less than 20 frames before reaching the green charge if you can take damage near a wall since pressing the direction towards the wall while up against it will cause you to regain control at any point during the knockback as well as allow you to fire the 2nd shot with a faster animation. The secondary charged shot cannot be wasted in this manner since it is a press shot and not a release shot, so it must be fired off screen from as close to the wall as possible(ideally against the wall for the faster animation). As for the Hyper Chip, both of its preliminary shots are press shots, so neither can be wasted in the same manner as the charged corkscrew shot. Therefor both are handled by being fired into the boss's i-frames after being hit by a saber. As a result, Hyper C. could never be used to open a fight, meaning I had to route each Hyper C. combo to reach a full Hyper C. meter in the middle of the fight on the final damage boost before using it.
  • The second most important part of routing of this boss rush has to do with the interaction of the Hyper Chip with the body armor and bubble shield and how this plays into health management. The way I understand it is that Hyper Chip is intended to be refill at a rate of .25 per each point of damage that a damage source would deal to a completely unarmored X. Body armor reduces X's damage intake by half, and the bubble shield activates reduces the next damage source even further(I'm not sure by how much, but it seems like nothing in the boss rush does more than 1 damage after bubble shield reduction aside from a ball from Beetle that has increased in size twice). Note that while Hyper C. can increment in decimal values, X's health cannot decrement in decimals, so any decimal value that he receives in damage is rounded up(which always is calculated after all damage reductions). This means that if you receive a source of damage that would deal 1 damage to unarmored X, you will still take 1 damage even with body armor and bubble shield reductions, but only gain .25 Hyper C. Conversely, a hit that deals 4 damage to unarmored X will be reduced to 1 damage with body armor+bubble shield but still give you a full 1 point of Hyper C. Due to X's finite amount of hp during the rush, you want to be as efficient as possible in the types of damage sources you take to ensure you're getting as much Hyper C. ammo per point of damage you are taking.
  • Making matters worse is the fact that the enhanced bubble shield from the Golden Armor glitched and works exactly the opposite of how it is supposed to. The unenhanced bubble shield reduces one instance of damage then turns off, so you are effectively able to reduce every other hit with it. The enhanced bubble shield is supposed to activate for 5 seconds after X receives damage and reduce all subsequent instances of damage during those 5 seconds. After activating, however, the enhanced bubble shield not only reduces only one instance like the unenhanced shield, but the graphic stays up for the entire 5 seconds preventing the shield from reactivating during that time. Because of this glitch, the least amount of damage I was able to take while refilling 24 Hyper C. ammo I used during the rush and Doppler Octopus fight was 32.
  • As for the final route, more on how I arrived at it can be found in these tables. My first attempt(in the top table) involved picking up 8 health from the thing you warp on top of in the middle of the capsule room halfway through the rush, which cost 46 frames. Aiming for maximum damage/H.C. refill ratio in the second attempt(bottom table), put me at either taking 32 damage during the rush and dying to Doppler, refilling 4 hp after Hornet's fight at the cost of 30 frames, forgoing a H.C. combo at the cost of nearly 3 seconds, or taking a damage boost from a missile guy in the final stage at the cost of 18 frames. Obviously the 4th option was the best of the 4, but I am still salty I had to resort to this because of the "enhanced" bubble shield glitch. As for which bosses H.C. was used on, Doppler Octopus was the most obvious choice so that I could immediately start refilling on Hornet(I wouldn't have been able to get in this many H.C. combos otherwise). Catfish was the second most obvious since his damage/H.C. refill ratio is atrocious. Crawfish and Seahorse were not necessary to saber at all because of their i-frame glitches, and Rhino was not a viable Hyper C. candidate since there was no way to prevent him from slamming the wall at the one time during the fight when you needed to use it with any permutation of his actions(touching the wall during the screen shake causes you to lose control of X and you need to touch the wall to dump the preliminary H.C. shots quickly). This left Buffalo, Beetle, and Tiger as the remaining H.C. candidates, where Buffalo was eliminated because he is the furthest away from the wall of the 3 bosses when you need to dump the preliminary shots.
  • Attacking Dr. Doppler immediately will trigger a shield that causes him to regenerate hp, so I needed to wait for it to go away before attacking. Taking damage the frame after my first saber hit him allowed me to start charging for the next one immediately, where I otherwise would have had to wait for the saber to disappear first. This can be used to save frames on any saber, but only if you can waste the preliminary shots before the fight since doing so during the fight requires taking damage as well.

Final Stage

  • As stated in the Boss Rush section, taking damage from this missile guy was smallest time loss(18f) I could sustain to facilitate a 4th Hyper C. combo during Doppler 2/Boss Rush section. Each Hyper saves nearly 3 seconds, so this was well worth it.
  • Taking damage from Captain America's shield was necessary not only to finish refilling H.C. for the final fights, but to dodge the fireballs with i-frames as well.
  • There are 3 different speeds at which you can kill Captain America: the fastest being with the backwards saber slash, second fastest being a front slash, and the third fastest being the saber projectile. Inversely proportional to each strat's kill time is the amount of time you spend walking over to the left side of the room after the fight. The backslash made the walk take too long, and the DoT of the saber's projectile took too long to finish Cpt. America off, but the front slash achieved a middle ground which made it the most optimal strat.
  • Dude nice quadruple neon jump on Kaizer Sigma.
  • While BizHawk's lag emulation is much better than Snes9x's on segments with heavy cx4 chip usage, it is still far from console accurate. As such, I was able to achieve a completely lagless Sigma Virus climb through much trial and error and random movements.

Possible Improvements

  • Use t2 buster to manipulate the purple tanks in Rhino's stage. (potentially 3 frames)
  • Fight Byte on Catfish's stage. (2 frames)
  • Fight Seahorse before Tiger on the boss rush so you can go through his capsule. The damage boost in his fight can be moved to Catfish instead. (2 frames)

In Closing

I'm glad to finally have made a TAS of this category since it's a popular RTA category and one of my favorites to play in the X series, and I hope people enjoy the run.
People who I owe thanks to for helping me complete this run:
  • FractalFusion: for writing the Lua scripts that I used, disassembling the Mosquitus death animation, and making his encode.
  • Agwawaf: for his published any% and best ending runs which I used as references for this run.
  • Nrgzam: for helping with finding the optimal Catfish pattern.

Screenshot Suggestion(frame 124556)

Obviously the only viable screenshot.

ars4326: Claimed for judging!
ars4326: Hello, Hetfield90. Overall (and as you've been demonstrating, this past year), outstanding work here in finishing another Mega Man X run! The optimizations were a treat to watch (especially the use of 'neon jumps') and the added acid bursts throughout created an extra bit of personality, as well (despite, functionally, being there to manipulate RNG). The Doppler Octopus fight, additionally, was an added surprise and enjoyment.
I also agree in keeping the current 'best ending, 100%' run as a separate branch, minus the '100%' tag (seeing as how Mega Man X2 also has a 'best ending' branch). This category, however, might now be significantly improvable since the condition of preserving Zero no longer includes obtaining all upgrades, etc.
Accepting for publication, as a new branch (100%), to Moons!
fsvgm777: Processing.


TASVideoAgent
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This topic is for the purpose of discussing #4867: Hetfield90's SNES Mega Man X3 "100%" in 42:50.82
Joined: 5/8/2010
Posts: 177
Location: Entropy
Very nice run, loved the UI. I wish all games had this, it would help know what's going on at times!
Experienced player (766)
Joined: 12/20/2009
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Good job. My favorite scene is what you are fighting the blast hornet. Yes vote
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I can sense you put a lot of effort into this run. Fantastic run. You have taken my Mega Man heart by storm the entire year :) Superduper easy yes vote. I also vote for your run replacing said categories. I sincerely hope you keep improving any Mega Man run you'd like.
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
Active player (252)
Joined: 3/12/2006
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Location: Taiwan
Doppler Octopus sprite glitch interests me. Yes vote to the funny run!
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
Good run. Yes vote.
Skilled player (1247)
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AngerFist wrote:
I also vote for your run replacing said categories.
Personally I don't think this run should obsolete the Best Ending run. Best Ending has a lot of aspects that are unique to it as a category: using the Hyper Chip primarily as a mobility upgrade in Doppler 2 instead of on the boss rush, fighting the end game bosses with the buster upgrade but without the saber(which offers some of the most interesting boss strategies with charged acid spray/spin blade on Rhino/Doppler/Vile/Cpt America), and fighting Press Disposer.
Fortranm
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Easy YES vote. I thought MMX3 couldn't be more glitchy than MMX1.
MikhailP
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Location: Cookeville, TN
Great run! I agree with Hetfield90 in that this shouldn't obsolete the current "Best Ending" run. Thanks for the encode with an overlay. I voted yes.
MarbleousDave
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I am requesting an encode that uses the MSU-1 hack.
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Fortranm wrote:
I thought MMX3 couldn't be more glitchy than MMX1.
Well, even though MMX3 is glitched in one place, I think it would take a lot to be more glitchy than MMX1. Neon jumping (jumping in air by firing buster and jumping while in air dash) feels so normal that I don't even count it as a real glitch. :)
PikachuMan wrote:
I am requesting an encode that uses the MSU-1 hack.
Oh, first time I heard of this audio hack. It doesn't seem to work in BizHawk though. I guess it only works in higan?
xRavenXP
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Awesome run Hetfield90, easy vote YES!
I love games and love to record videos (longplays). Visit my Youtube channel https://www.youtube.com/user/xRavenXP
ars4326
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As I stated in my judgment, I also agreed in keeping the current 'best ending, 100%' run by agwawaf as a separate branch, minus the '100%' tag (seeing as how Mega Man X2 also has a 'best ending...' branch on the site). With that stated though, since preserving Zero doesn't necessarily require obtaining all upgrades, etc., that branch now might be significantly improvable. Any future plans on tackling this one, Hetfield?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
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I don't have any immediate plans to do another X3 run, but I have been thinking about how exactly the branches should best be handled. One thing to note is that the game does not define tiers of endings the way other games do, but "Best Ending" was something that was defined as "keeping Zero alive" by players. I think this is a bit of an arbitrary definition of best ending since it does not require the player to play better, or to unlock any additional content. All you have to do is not call Zero at any point during the run, which is something you would normally do anyway unless you knew about the requirements for the saber, since Zero is pretty useless in this game seeing as how he can't pick up upgrades or go through boss/miniboss doors. I think the reason why the "100%, Best Ending" category was named as such was to create a run that was the antithesis to "any%" without giving it a name that would make it seem like an arbitrary category like "97%", "100% minus saber", etc... X2 is in the exact same boat with the "Low%, Best Ending" run(it was created as the antithesis to any% while the game does not define tiers of endings), but I believe this run will be obsoleted once FractalFusion and I finish our 100% run of that game. As for X3, since there is content which any% + its antithesis do not contain(using Hyper C. in conjunction with the saber and having buster upgrade on Vile's stage) perhaps it should be taken into consideration what would be the best alternative run to any% and 100% instead of just any%. In my mind there are 3 possibilities: the current run which collects the golden armor but not the saber, a low% run, or a run which collects only the buster upgrade. All three of which achieve the ending the leaves Zero alive. I think that low% is the most boring of the 3 and that obtaining just the buster upgrade would be faster by a small margin(and faster than obtaining golden armor by a large margin), but I think obtaining all upgrades but the saber is more different from 100% than obtaining only the buster upgrade is from any%. They both feature the end game fights with buster upgrade and no 2hit kill weapon, but the buster upgrade only run does not have the hyper chip which facilitates some of the most entertaining movement in the game with neon jumps and a sick Kaizer Sigma fight. The buster upgrade run would simply be any% movement with the same end game fights as the all upgrades minute saber run except for Kaizer Sigma. So I think that would leave 3 options. One of which would be to redefine what constitutes "Best Ending" to be obtaining the Golden Armor in addition to achieving the ending where X is rescued by Zero instead of Dr. Doppler, since the current definition of best ending was defined by players and not the game itself. Another would be to rename the category to "Best Ending, Max%". And a third would be to leave the category definition as is, which would allow a run that obtains less upgrades to obsolete it. Personally I think one of the first 2 options would be best since that run is more unique from any%/100% and more entertaining than any alternatives.
Active player (437)
Joined: 4/21/2004
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fsvgm777. I kindly request a lossless encode, same as before if you are up to it mate.
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
fsvgm777
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AngerFist wrote:
fsvgm777. I kindly request a lossless encode, same as before if you are up to it mate.
I'll do it once I'm done with all the encodes.
PikachuMan wrote:
I am requesting an encode that uses the MSU-1 hack.
I'm declining your request, because I just can't get it to work in BizHawk. Unless you got it to work somehow? (you're supposed to load an XML file, not the patched ROM itself) Not only that, even if it did work, I'd have to make sure the run syncs with the hack.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
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I have to ask, would it be faster to postpone the Gravity Beetle stage until after Blast Hornet and then skip the Gravity Beetle revisit? The boxes that block the health upgrade disappear after Blast Hornet is beaten, and the Gravity weapon is only used a total of two(?) times anyway.
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Doing Hornet before Beetle causes Beetle's airship to visit you in Hornet's stage after the hangars, and starts a screen locked sequence where you have to destroy a bunch of crates it drops on the ground that takes roughly twice as long as the revisit.
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Ok, nevermind me then, I somehow had the idea that there was a way to skip the trigger without beating Beetle - apparently I misremember.
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Not that I know of. Most bosses/minibosses in MMX games are spawned based on camera position and not player position; this is abused to skip the Kuwanger and Armadillo refights in X1. I just tried to skip the encounter by flying over the top of the screen with neon jumps but apparently this boss is triggered upon reaching a certain player X-position.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2980] SNES Mega Man X3 "100%" by Hetfield90 in 42:50.82
fsvgm777
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And here's the lossless encode: https://www.mediafire.com/?ziwdvm2mn5ltj52
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Noxxa
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Personally I disagree with the idea of changing the other run's category name to 'just' best ending (without the 100% tag or at least a max% tag). I also disagree with Hetfield90's statement that the best ending label is "artificial"/"arbitrary". There are clearly two endings to the game, one where Zero destroys the Sigma virus, and one where Zero is out of commission and Doppler has to sacrifice himself. In the former, Zero also joins X during the ending and credit scenes, and doesn't in the latter ending. I'd say that one is clearly a "better" ending than the other, even if you don't need to go out of the way to get the best ending. But that's neither here nor there as far as the broader issue is concerned. About the distinction between 100%/max% for the best ending run, while it still misses out on one item, Mega Man X3 is a quirky game in regards to item collection, where you need to avoid certain items anyway to get "100%". All of the special chip capsules, save for the Golden Armor, are skipped, for instance, because the special chips are mutually exclusive to the Golden Armor. The latter is only picked because its features supersede those of the special chips. Similarly, there is a choice between Zero's "life" and his saber. This idea of "choice" is why I initially justified calling the other category 100% in spite of not collecting the Saber; because it's a choice of holding onto either Zero, or his saber. That said, I don't mind too much if people want to change it to max% instead. Now, without the 100%/max% qualifier to the best ending run, we now basically have a low% run as far as item collection is concerned, and if the arm upgrade is faster, it isn't even that. I don't think there would be a point to that category, whereas the current max%/best ending run shows off the Golden Armor's features well while still having interesting and long boss (re)fights at the end. "Best ending" is now basically any% with Vile in Doppler 2 and with slower boss fights at the end. Bottom line, it doesn't matter to me whether to call it 100% or max% or anything, but removing the qualifier of 100%/max% from the "best ending" run needlessly devalues the category in my opinion. I see from Hetfield90's post that he agrees that changing the category's definition is the better choice instead of changing the category itself, but it seems the latter option is what was chosen in the end anyway.
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.
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I just think it's confusing when there are 2 "100%" categories that collect a different amount of items. I don't disagree that the ending with Zero alive is the "better" ending, but I think that unfairly puts a "bad ending" label on the Z-saber run when distinguishing between the two categories(as it is most commonly called when referring to both runs as "100%") when the Z-saber run is the only run that collects 100% of the items, thus needing no ending distinction to define it as the 100% category in the first place. That said, I think "100%" and "Best Ending, Max%" are the most sensible branch names for the two categories. Also, I wouldn't say the enhancement chips are mutually exclusive to the Golden Armor since the Golden armor is just the sum of the 4 enhancement chips. Rather than supersede them, its features are identical to what each of the 4 enhancement chips provide: double air dash, health regeneration, 5 second bubble shield, and hyper chip. In that regard, I wouldn't say that the enhancement chips are skipped, but are picked up simultaneously from the Golden Armor capsule rather than choosing one during the 8 maverick stages. I don't think this adds any ambiguity to the definition of 100% in this game.