Arcade archives is the arcade version, which probably should have its own separate game leaderboard.
For stage L I didn't do much testing at all, but my guess is there's just an amount of time that needs to pass in order for the boss to spawn as well as having the screen clear of enemies, so using an audio cue from the music for when you need to kill off any remaining minibosses would probably be good. There could also be lag reduction strats, definitely needs to be tested.
Sorry about that, I'm not great at documenting things I find, especially when it's on accident.
The avoiding green pickups is because the missiles only fire when the full set is gone whether by off screen or hitting a target, so avoiding the powerups makes it so that it only has the one missile that if you get right up in a strong enemy's face (like a boss) then it'll fire very rapidly. This extra damage though seems to interfere with the near continuous damage from the piercing shot so once you get that there's not a reason to avoid the green powerups anymore.
Similarly the main shot can only have 3 shots on screen at once, but that doesn't matter too much except if you stay too far back with the piercing shot.
As for the route, C is taken over B because it has an extra red powerup, but it can be despawned from a sprite limitation since if I remember correctly there can only be 3 sets of enemies on screen at once, and there's 3 sets of the little blue guys that spawn right before one of the powerup dropper dudes. I don't remember why I took E over F, my notes don't mention powerups and the time is relatively the same, but I noted that F is slightly harder for some reason. I initially was running G as the next stage so that might be it. H is taken because it's about 2.5 seconds faster, or at least that's what I found, I didn't put a huge amount of time into timing it. And lastly J is much faster than K due to the multistage boss in K.
Going H and K gives the good ending and done well K is only about 5 seconds slower than J, but there's no separate category for that and it's not all that different.
All that's necessary is turning closing and reopening the game. Reinstall works too because it does that.
I took those straight from SRL, which is what I'm used to being the case for other SNES games I've run, but I do like the way they have it laid out better.
Good call, always good to have everything clearly stated.
I have 0 idea about anything arcade emulator related, not sure what I'll be able to learn.
Those are generally on category extensions boards, and I'm sure there will be in due time. In the mean time there's https://blindfoldedgaming.com/ for all blindfolded speedruns.
After a bit of careful consideration I've decided to try to restructure the board to make Console and Arcade separate, unfortunately SRC doesn't allow sub categories to be a different amount of players so I'm leaving that bit as is.
I also want to make the timing rules more clear as some runs have been submitted with a time not reflected by these rules, so that comparisons between different runs aren't accurate. Because of this some runs will be retimed.
I want to be clear that I do not have a strong familiarization with the arcade version so my decision for the timing may not be the greatest, please let me know if you think there's a better option.
Changing the timing to keep with the rest of the series (edited above to reflect) also realized category could be called any% and have the story mode and all characters be subcategories or variables, I don't like how that'd look though.
I'm just quickly setting up the boards for now. As far as I see these are the options that can be changed, but any suggestions are welcome:
Timing: Start is currently set to last input before leaving the screen, but gaining control of your character is an option. I much prefer last input. End is currently set to final last hit on the final boss to be consistent with the rest of the series. (last hit is easy to discern because the screen flashes white, and is 6.7 seconds before the stage clear appearance.)
Variables: Should difficulties be separate sub categories? Should each character have their own sub category in Free Mode?
Category names: Could change to any% and have all characters + story mode being subcategories, I think it's fine how it is currently though
Looks like the series mod is currently inactive, might need to address that in some way.
Updating here for visibility since this is now known: This is caused by a flag failing to be updated, specifically from the Experiment Z57 fight, it's meant to prevent you from getting a shinespark before he does his flappy bird attack. If you leave the fight before that by death or reload or quitting to menu, the flag will remain, and any further play will be affected until it is updated by finishing the fight or reset by resetting the game.
Not sure where to put this to get the most visibility: I just had a problem with speedbooster that blew my mind, for some reason it was taking about an extra half a screen to start up, I eventually solved it by turning my switch off and back on, this is mostly a warning to others and wondering if anyone else has run in to this problem.
Just so you know, that isn't zoast's PB, that's here
https://gamefaqs.gamespot.com/snes/588362-gradius-iii/cheats
the relevant portion:
<B>Stage 3</B> - When you reach the lower level of the stage, there is a platform in the ceiling that drops down. When it drops down, fly just below the part where the platform was. Prerequisite: Destroy all of the ground targets in the stage up to that point.
<B>Stage 4</B> - In the last set of Moai heads (they look like Easter Island heads), there is one laying down which will lift itself up. Fly behind it. Prerequisite: Nothing must be highlighted on your powerup bar.
For the "destroy all ground targets," you need to kill all the dispenser enemies.
To be more specific, there is a setup that works on a single right facing one to the right of the big pink room just before the E-tank there. There is a method to do something similar as you would do with left facing ones, but there's no applicable right facing ones that works on in the original game, only in some hacks.
Standard emulator rules for SNES games are that ZSNES and snes9x versions 1.4x and before are banned. Later versions of snes9x are allowed (1.5x) and are probably the easiest to set up.
Here's some reasoning for/against each:
Speed Down: This is NOT a required powerup, but you get a similar effect by dying to go back down to 0 speed. Additionally, only 2 speed ups are required to beat stage 7, and so continually using speed ups after each death already uses more than the 2 solely required powerups.
30 Lives: Makes finishing runs more likely, but takes more deaths to get the first game over-continue saving time over not using it.
Extra Credits: This is solely for finishing runs, I honestly see no reason not to allow this.