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Mega Man 3 Guide

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?

What is considered a location check in Mega Man 3?

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

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:

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