Mega Man 3
Where is the options page?
The player options page for this game contains all the options you need to configure and export a config file.
What does randomization do to this game?
Weapons received from Robot Masters, access to each individual stage (including Doc Robot stages), and Items from Dr. Light are randomized into the multiworld. Access to the Wily Stages is locked behind clearing the 4 Doc Robot stages and defeating Break Man. The game is complete upon viewing the ending sequence after defeating Gamma.
What Mega Man 3 items can appear in other players' worlds?
- Robot Master weapons
- Robot Master Access Codes (stage access)
- Doc Robot Access Codes (stage access)
- Rush Coil/Jet/Marine
- 1-Ups
- E-Tanks
- Health Energy (L)
- Weapon Energy (L)
What is considered a location check in Mega Man 3?
- The defeat of a Robot Master, Doc Robot, or Wily Boss
- Receiving a weapon or Rush item from Dr. Light
- Optionally, 1-Ups and E-Tanks present within stages
- Optionally, Weapon and Health Energy pickups present within stages
When the player receives an item, what happens?
A sound effect will play based on the type of item received, and the effects of the item will be immediately applied, such as unlocking the use of a weapon mid-stage. If the effects of the item cannot be fully applied (such as receiving Health Energy while at full health), the remaining are withheld until they can be applied.
How do I access the Doc Robot stages?
By pressing Select on the Robot Master screen, the screen will transition between Robot Masters and Doc Robots.
Useful Information
- NesHawk is the recommended core for this game! Players using QuickNes (or QuickerNes) will experience graphical glitches while in Gemini Man's stage and fighting Gamma.
- Pressing A+B+Start+Select while in a stage will take you to the Game Over screen, allowing you to leave the stage. Your E-Tanks will be preserved.
- Your current progress through the Wily stages is saved to the multiworld, allowing you to return to the last stage you reached should you need to leave and enter a Robot Master stage. If you need to return to an earlier Wily stage, holding Select while entering Break Man's stage will take you to Wily 1.
- When Random Weaknesses are enabled, Break Man's weakness will be changed from Mega Buster to one random weapon.
What is EnergyLink?
EnergyLink is an energy storage supported by certain games that is shared across all worlds in a multiworld. In Mega Man 3, when enabled, drops from enemies are not applied directly to Mega Man and are instead deposited into the EnergyLink. Half of the energy that would be gained is lost upon transfer to the EnergyLink.
Energy from the EnergyLink storage can be converted into health, weapon energy, and lives at different conversion rates.
You can find out how much of each type you can pull using /pool
in the client. Additionally, you can have it
automatically pull from the EnergyLink storage to keep Mega Man healed using the /autoheal
command in the client.
Finally, you can use the /request
command to request a certain type of energy from the storage.
Plando Palettes
The palette shuffle option supports specifying a specific palette for a given weapon/Robot Master. The format for doing
so is Character-Color1|Color2;Option
. Character is the individual that this should apply to, and can only be one of
the following:
- Mega Buster
- Gemini Laser
- Needle Cannon
- Hard Knuckle
- Magnet Missile
- Top Spin
- Search Snake
- Spark Shot
- Shadow Blade
- Rush Coil
- Rush Jet
- Rush Marine
- Needle Man
- Magnet Man
- Gemini Man
- Hard Man
- Top Man
- Snake Man
- Spark Man
- Shadow Man
- Doc Robot
Colors attempt to map a list of HTML-defined colors to what the NES can render. A full list of applicable colors can be
found here. Alternatively, colors can
be supplied directly using $xx
format. A full list of NES colors can be found here.
You can also pass only one color (such as Mega Buster-Red
) and it will interpret a second color based off of the color
given. Additionally, passing only colors (such as Red|Blue
) and not any specific boss/weapon will apply that color to
all weapons/bosses that did not have a prior color specified.
The option is the method to be used to set the palettes of the remaining bosses/weapons, and will not overwrite any plando placements.
Plando Weaknesses
Plando Weaknesses allows you to override the amount of damage a boss should take from a given weapon, ignoring prior weaknesses generated by strict/random weakness options. Formatting for this is as follows:
plando_weakness:
Needle Man:
Top Spin: 0
Hard Knuckle: 4
This would cause Air Man to take 4 damage from Hard Knuckle, and 0 from Top Spin.
Note: it is possible that plando weakness is not be respected should the plando create a situation in which the game becomes impossible to complete. In this situation, the damage would be boosted to the minimum required to defeat the Robot Master.
Unique Local Commands
/pool
Only present with EnergyLink, prints the max amount of each type of request that could be fulfilled./autoheal
Only present with EnergyLink, will automatically drain energy from the EnergyLink in order to restore Mega Man's health./request <amount> <type>
Only present with EnergyLink, sends a request of a certain type of energy to be pulled from the EnergyLink. Types are as follows:HP
HealthNE
Needle CannonMA
Magnet MissileGE
Gemini LaserHA
Hard KnuckleTO
Top SpinSN
Search SnakeSP
Spark ShotSH
Shadow BladeRC
Rush CoilRM
Rush MarineRJ
Rush Jet1U
Lives