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This is part 3 of my Buster only 100 point S rank run of Mega Man Zero 3. Some rather lengthy expeditions await as Zero combats the latter half of Weil’s Numbers: drawn-out elevator sequences, an armada of Reploids modeled after barrel cacti participating in a reenactment of the long-forgotten tradition that is the Winter Olympics, and wading through an ancient, dilapidated library filled with oddly repetitive severed power conduits are on this week's menu. Here are my notes.
-The first 30 seconds of the Energy Facility are a major pain to traverse cleanly. The awkward assortment of blocky terrain, ladders and electric terminals meld with the dreadfully vexing moths and Gabyoalls to create a section where it becomes easy to misstep and gracelessly bumble around. Assuredly, V-Shot would've helped with pest control, but Reflect Laser is needed to blitz through the switch rooms, so I kept Zero neutral to avoid more menu navigation than there already is. Locomo IF is a major bottleneck, placing 3 Blizzard Arrows with surgical precision allows for a 3-cycle victory; I couldn't pass up the time-savings, so a mild misalignment on any of the shots meant treading through the first sector again. Also, whoever ordained the inclusion of Crossbynes in the second switch room is an overt sadist, I lost several attempts due to poor luck dictating that a Crossbyne would spawn directly above Zero, seemingly making it impossible to speed through without taking damage.
-Foxtar’s arsenal is limited but potent; you need to be decisive when choosing how to handle any given attack, otherwise, you’ll find yourself floundering and getting peppered by various permutations of fireballs. Thankfully, everything he does is completely consistent, once you devise your preferred method of evading his moves, the fight becomes a simple affair; there’s very little necessity for quick reflexes here. The path I chose for this outing was one that includes a duel between Zero’s Buster and Foxtar’s fireballs along with using an adorable bunny hop to barely squeeze by his Warp Flame, though, using wall jumps to bypass the split flames is considerably easier, and therefore, a smarter approach.
-As usual, the Sunken Library is just filler. Even those of you with a peculiar affinity for old game shows will find no joy here; the game likes to tease you with "What's behind door number 3?" but I can assure you that it's never a brand new car, only timeworn floppy disks and a bizarre cackling eel with a predilection for whack-a-mole.
-It could be argued that the Snowy Plains is a reskin of the Twilight Desert right down to the miniboss, but it's nowhere near as desolate. An eclectic assortment of enemies inhabit the slopes; from small, jittery bees all the way up to Cactank's highly amusing sled-riding rotund royal guards. Reflect Laser takes point, its double-hit at close range proves essential for rapid disposal of Gyro Cannons. Burst Shot occupies the interlude, melting the snow worm, and V-Shot handles the latter half of the stage, effortlessly blasting through droves of bees and Generator Cannons. The battle against alternate universe Dr. Eggman isn't worth much mention; my goal was to manipulate his pattern such that the fight ends with him getting sniped off-screen, thus demonstrating Reflect Laser's stellar range.
-The Giant Elevator defines duality, simultaneously providing scintillating and sedative stretches of gameplay. The flow you can achieve while Zero lithely descends past Floppers and spikes is second to none, however, the elevator drives a stake through the heart of fast-paced level design. Performing garbage duty without the Recoil Rod is tedious at best, with the only interesting reprieve being that you can stunlock the Z1 callback with Blizzard Arrow and a few well-placed bullets. If you do begin to doze off, the Shotloids and friends will enthusiastically punish you for your lethargy, so remaining attentive to where you move and when you shoot is necessary.
-Tretista and coherent hitboxes are antonyms, everything in this fight is either larger or smaller than is visually evident. Whiffed and blocked shots are all too common an occurrence, as is his propensity to spam the purple orbs 3 times in a row. Thankfully, I'm granted exemption from such a fate here. Instead, he sees fit to throw several of what have to be the most ineffectual steel pipes of all time; these supposedly heavy chunks of metal can be deflected by a mere uncharged Buster Shot bullet. Curiously, the steel pipe seems to have a combo value of 0, meaning that you can follow up with anything except an uncharged bullet and Orbit Shield.
Timestamps:
00:00 - Energy Facility | Cubit Foxtar
04:10 - Sunken Library | Volteel Biblio
08:05 - Snowy Plains | Glacier le Cactank
10:43 - Giant Elevator | Tretista Kelverian
Thanks for watching! As always, feel free to leave any comments and ask any questions that you may have.