Only necessary items to complete the game as fast as possible
Takes damage to save time
I'm pretty sure this is the fastest route through Mega Man X 3.
It defeats the 8 bosses in weapon weakness order, starting from
Blizzard Buffalo, gets the Air Dash to save time overall, leaves
Bit alive so the Bit/Byte hybrid is fought instead of the waste
dispenser, and kills Vile for the Beam Sabre.
I'm pretty sure for every battle after the Beam Sabre,
the explosion animations take longer than the actual fighting ;)
Overall this run is pretty well optimized. Bosses are hit as soon
as their vulnerable again, nearly all of the minibosses die in less
than a second (I'm especially proud of the Neon Tiger miniboss),
and X is constantly moving as fast as possible of course.
It was really fun to make, hopefully it's fun to watch, too!
Bisqwit: Moving as fast as possible... maybe.
Progressing as fast as possible? Possible that not.
I think it moves sometimes too much.
I'm not going to reject this submission, but I'll give
it some time and wait to see if someone beats it :)
Thanks :)
Hm, maybe. Some of them I can't really do anything about, like at Blizzard Buffalo where a shot is going to have to miss or hit him while he's flashing anyway, but I'll keep that in mind.
I think I timed it so that I hit the ledge as soon as possible, so I could dash as soon as possible... but yeah, it might save 1-2 frames to do that.
I took a hit similar to it in the last run in Volt Catfish's stage, so I might end up doing that again. In general, I think it's just that if you get hit during the couple frames you're attached to a wall, you don't really go into a hitstun or anything. So I'll see if there's any other opportunities to use that. Hopefully I'll be able to exploit this while climbing "the wall" in Doppler Stage 2.
Ah, good points.
Yeah, probably. Again, another good find.
Yeah, I think I was just too low. I didn't do any special manipulation to make him avoid me.
From what I can tell, climbing walls with dash and non-dash jumps are equally fast. I think I prefer non-dash jumps when just climbing because dash wall jumps look pretty jerky, but that's just personal preference. And yeah, the stutter jumps are for gaining height.
Thanks!
I tried air dashing and ended up getting to the exit door later than just falling, then dashing. I probably screwed up on that somehow, though, since yeah, it would make sense for a partial airdash-then-fall to be faster.
I really don't know what's up with Toxic Seahorse, honestly. It might seem like I'm just spamming autofire on him, but IIRC I'm actually waiting 3 then 5 frames between pressing the fire button. I actually ended up having to make of the chart of the frames that he'd take damage. And even then there were patterns to when he would take damage, i.e. if you shot him at frames xx417 then xx419, he wouldn't be vulnerable until xx428, but if you shot him ant xx417 then xx420 he'd be vulnerable at xx425 and xx427.
But yeah, at full speed just spamming auto-fire into him will work wonders.
Thanks again.
Thanks for the tip, I'll have to experiment with him more.
I'll keep that in mind, thanks.
Of course! If I hadn't seen you taking damage to skip most of the spikes in your SDA run, I don't think I'd even be remaking this time attack ;)
Yeah, this is something someone mentioned on the first page of this thread, I think, and yes, it'll probably be faster.
Yeah, haha, pretty strange, but it might be true. I'll have to test it out.
Thanks, though keep in mind that in the first run Bit was in Tunnel Rhino's stage, so it's more like ~30 seconds of improvement so far. Sub-40 is definitely possible though, especially considering that Doppler Stage 2 will be improved by at least 40 seconds, most likely.
As for optimization, well, I'd consider the run already published to be the test run for this :P I don't think I'll be redoing anything before the Tunnel Rhino battle. I really do appreciate your input, but scrapping what I have so far for minor improvements would be a pretty quick way to demotivate me and NEVER get the run done :P Just make sure whoever does version 3 looks at this thread before they make it!
Cool, I look forward to seeing it in more of your unassisted X3 runs :)
I hope you didn't quit on this Prower, I want to see more! Or at the very least give me a status update, because this is a time attack I am really anticipating.
About the minor mistakes, it's cool that you don't want to improve them, because the overall quality of the WIP looks very high in general. About my Zero question, I was actually asking whether you could get hit by another spiked ball as Zero, not other areas where you could perform that trick (though that is useful too).