With each cover, Capcom's American artists slowly begin to understand how Mega Man really looks.
Of course, the Japanese covers are always great.
Mit Passwort? Das ist wunderbar!
PLAYERS: 1
PUBLISHER: Capcom
DEVELOPER: Capcom
GENRE: Action
RELEASE DATE: November 1990
Compared to the
ambitious intro of Mega Man II, Mega Man III's intro is
sparse. There is no telling of the game's story, no slow ascension up
a building, no Mega Man hair flapping in the breeze. Instead, there
are some brief credits, the title screen, and some of the most
haunting, memorable music in all of gaming. Like any great Mega
Man piece, the Mega Man III intro music conjures up aching
loss before turning into an anthem of renewal. As the theme begins,
one can imagine Mega Man sighing deeply while staring at his helmet.
Like his two previous missions, this journey will be fraught with
lonely nights, non-stop brutality, and the chilling sense that death
is all around him. But as Mega Man puts his helmet on, the tempo
speeds up. He feels revitalized. These missions burn inside him. They
are his calling, his reason for being. No one else, man or robot, can
take down cold-hearted, mechanical evil like Mega Man.
Mega Man III
proved that Mega Man II
was no fluke masterpiece. Mega Man III retains
everything that made II great
– colorful stages, masterful music, top-notch gameplay – and
builds upon it for an even fuller experience. Save for a few details
here and there, the first two Mega Mans
practically had the same story: Wily's gone off the deep end and
needs to be stopped. Mega Man III's
story begins with Wily claiming he's a changed mad scientist (for the
first time, but certainly not the last). Wily begins to work with Dr.
Light on a supposedly "peaceful" robot named Gamma and
eight new Robot Masters. Surprising no one (other than, perhaps, Dr.
Light), the Robot Masters "suddenly turn evil" and steal
eight Energy Elements needed for Gamma's creation. Of course, once
Mega Man retrieves the Elements, Dr. Wily turns evil again, steals
Gamma, and hopes to use Gamma to rule the world. The story also
introduces "Break Man" a.k.a. Protoman, Mega Man's brother.
The introduction of Protoman is one of the most interesting turning
points in the often repetitive Mega Man storyline. Protoman's
ambiguous nature and his excellent design lend him an air of mystery,
while his incredible power makes him both a worthy adversary and a
valuable ally to Mega Man. Besides the better story, Mega Man also
marks the beginning of Rush's long and storied career as Mega Man's
most loyal and faithful friend. His Coil, Jet, and Marine abilities
are all incredibly useful, but in my opinion, that's not why Capcom
created him. "It is not good for man to be alone," indeed,
and while Mega Man doesn't really need a partner in his games, Rush's
presence really lends an air of playfulness and humor (tell me the
Rush Marine design isn't funny) that the series often lacks. Also,
Mega Man can officially slide. The slide makes it easier to avoid
enemy projectiles, enter narrow passage ways, and just look cool
(like he's busting a move). Finally, Mega Man III
returns to the higher difficulty of the first game. Less energy
power-ups are given from enemies (unless fighting hordes of bees or
penguins) and are placed at specific points in a stage, while E-tanks
and lives are slightly
less plentiful. Mega Man III
is still not near the challenge of the first one, but it's no slouch.
THE BOSSES
Interestingly,
these Robot Masters that you'll fight were worked on by both Dr. Wily
and Dr. Light. This would be the first and last time Dr. Light would
assist in these horrible creations, but as far as Mega Man
III is concerned, the damage was
already done. Charge your Plasma Cannon and get ready for Spark Man,
Magnet Man, HARD MAN, Top Man, Shadow Man, Gemini Man, Needle Man,
and Snake Man. Once again, this is not the most common approach to
the bosses, but I like trying new and frightening methods of play.
Spark Man most
definitely has a light for you, but not for your cigarette addiction.
His stage is a mish-mash of blinking lights, machinery, trash, and
electricity. In other words, it's a lot like Metal Man's stage except
it SPARKS! The music kicks off Mega Man's journey right. The first
half is a club banger, while the second half sounds like a descent
into regret, perhaps at the end of a bottle. Yasuaki Fajita, the
game's composer, is a complete boss (perhaps there should have been a
Fajita Man, not to be confused with his Mexican equivalent, Fajita
Man). My personal favorite enemies in this level are the green shot
put guys. Do they fling those suckers with reckless abandon or what?
Plus they look great. The eyes with suction cups for feet are a close
second. It's fair to say that the creative enemy design rivals or
surpasses that of Mega Man II. But what of the insanely hard
part where Mega Man jumps on the platforms that propel him up towards
the spiked ceiling, and there's enemies materializing out of thin
air? Yeah, that can be tough, but stick with it. Don't be a hero and
try to plow through it or you'll fall. Take your time and shoot the
blue screw thingies. Finally, you reach Spark Man and he's sparking
both little and big projectiles. He also likes to jump jump, much
like Kris Kross. Aim your cannon straight and true, and his Spark
Shock shall be yours for the plundering.
Many of the bosses
have little time for subtlety. Take Magnet Man, for example. He has a
magnet on his head, and his weapon happens to be little magnets. This
is why he is Magnet Man. The first enemies you'll encounter are
Helicopter Magnet creatures that try to lift you off the ground.
Ignore their natural magnetism and just listen to the jaunty tune. It
is quite the happy shuffle, perfect for being swept off of your feet
by angry magnet robots. Soon, though, it's time for Protoman's first
appearance. He has a scarf! And a red helmet! And he likes to jump a
lot! Just stay in the corner and shoot the crap out of him and
eventually he'll fly away and make the floor explode. Jump down and
say goodbye to sanity: it's time to jump on disappearing/re-appearing
blocks, while fans (MAGNETIC FANS) try to suck you off the blocks and
to your death. My favorite enemy in this stage has to be the
humongous slinky head who shoots blue missiles at you and goes crazy
when you get near him. He'll be waiting for you to kill him in the
middle of the level and before the entrance to Magnet Man's lair.
Magnet Man himself is incredibly agile, and will jump on you, when
he's not throwing magnets or pulling you near himself with his
incredible anger shield. Bust out your spark cannon and let
electricity do its thang, and he'll be fried. Ingest the Magnet
Missile and peace out, ya'll.
Hard
Man is built very much like a sumo wrestler with a blue plated shield
and an incredibly dense helmet. He's big and hard and any other
potential innuendo you can think of. His stage is the Rocky Plateau.
I guess because rocks are hard? I'm not sure how Capcom put two and
two together there, but it's not like it doesn't
make sense... kinda. The music's very standard – driving beat, nice
melody. Nothing too evocative, but then Hard Man's stage is quite the
anomaly. Wasps? Monkeys? Random clap-trap things? Helpful tip: when
the wasps are about to drop their brood, quickly run to the left so
they disappear off screen, and when you turn right again, they will
no longer be there. Otherwise you'll have to fight swarms of little
wasps and they're quite the buttholes. Favorite enemy in this stage
(and several other stages): the little hard helmet guys in
bulldozers. They're SO CUTE and they only take three shots to kill.
Protoman makes another appearance, presumably because he didn't take
enough of a plasma thrashing before. Finally, there's a large stomper
enemy in front of Hard Man's door. Just take the hit and go through
the door, who cares. Hard Man shows up, growling like he means it. He
hits you with little presumably hard fists and does a head-butt to
the ground and PAUSES TIME ITSELF. He's pretty incredible, which is
why it's pretty depressing to see a few measly magnets take him down.
But take him down they do, and you're equipped with a Hard Knuckle,
for good measure.
Another
less-than-subtle Robot Master for Mega Man to crush, like so many
unused tops. Like Magnet Man, Top Man can't hide his true nature: his
head is literally a top, he has top-spewing underlings, and his stage
is a... Spinning Greenhouse? It's nice to see some plant life in a
mostly mechanical game, but nowhere did it feel as if the level was
spinning. As for the stage itself, there's a reason why Top Man is
the recommended starter robot to fight: his stage is, to quote
Prince, "nuthin but a muffin." The only parts that might
give you trouble are the Flea/Furball Spewing Cat confrontations, and
the chasm where you have to jump across constantly
ascending/descending rows of spinning tops. Top Man's music didn't
hit me right at first, but after repeated listenings, I like how
different it is from the other stages. It feels less like a dance
song, and more of a straight-forward rock number (check out that
wah-wah solo in the middle!). Once you reach Top Man, he fails to
intimidate. His moves include spinning toward you and throwing three
tops at you, both of which are extremely easy to maneuver around. A
few Hard Knuckles to the face ought to blow his top out of
commission. You'll gain his Top Spin, and who knows, you might even
use it at some point.
A waterfall of
lava greets you as you begin Shadow Man's stage. A driving jungle
beat and piercing synths shatter the silence. You're a long way from
the calming atmosphere of Top Man's Greenhouse. The Sewer System
takes you down, down, down to face Protoman yet again. Stand in the
corner, pierce his skull with plasma, and he'll get the hint. From
there, it's a long trek through walking grenades and brain caps
(they're not really brain caps, but they look like them and that's
good enough for me) that make the entire room dark. Equip your Magnet
Missile, shatter the brains and get those lights on. Keep going down
until you've reached the room with overflowing lava. Equip the Magnet
Missile again and destroy the floating creatures that come from the
ceiling. Jump across the platforms until you face Shadow Man. His
game is throwing shurikens, two at a time, and jumping just to piss
you off. Equip the Top Spin (it turns your whole body into a top
-THANKS TOP MAN) and twist on him a few times. It's a really silly
way to kill an awesome boss, but it works. Claim the Shadow Blade as
your own.
Gemini Man's stage
is called the Mirror Cavern, and while most of the stage does take
place in a shimmering cave, you start off at night atop a path of
crystals. Penguins and flying flame-throwing eyes frustrate, while
the dark uncertainty of the music keeps you on your toes. Before you
descend into the Cavern, Protoman swoops down to stare into your soul
before swooping back up and paving a way to the cavern. In the
cavern, you'll be shooting lots of eggs and tadpoles, just to clear a
path for you. It's disgusting, but necessary. You'll also run into
Penguin Machines, which spew penguin robots at you. Jump over them
and shoot the eyes of the machine. Going deeper into the cavern will
reveal an underground lake, which means it's time for Rush Marine to
come out and play. Equip him and dive into the dark waters,
collecting energy for him as you go (and a little extra life and
E-tank for yourself, why not). After a brief encounter with a
Stomping Robot, you'll meet Gemini Man. He's a jerk, and a
double-minded one at that. He'll split into two versions of himself.
Luckily, it doesn't matter which version you hit with your Shadow
Blade. He'll eventually explode into more than two pieces, blessing
you with the Gemini Laser.
Until you descend
underground, Needle Man's stage presents itself as a
pseudo-futuristic cityscape, amongst the tattered remains of a sail.
It's actually a Construction Site, but my description seems more
accurate, or at least, interesting. Needle Man's stage is incredibly
straightforward, especially if you're rockin' the Shadow Blade. That
sucker is awesome and takes out many of the enemies in one hit. The
second part of the stage brings with it needles that emerge from the
ceiling. They're NOT one-hit kills, but they are obnoxious. Slide
past 'em to fresh air. Needle Man himself is a bulbousy sort, not
unlike Air Man. He can and should be taken out with the Gemini Laser,
a weapon that's best used up in his grill. Pull the Needle Cannon
from his charred robot corpse and jump in the air for the cameras.
Scaly green
exteriors that wrap and weave their way throughout the stage; large
snake heads with constantly gyrating bodies; and some of the most
transcendent, blood-pumping music of the entire game. Snake Man's
stage is fantastic, and best of all, it's a delicious light lunch:
not too fattening, but filling enough, so that when you're done, you
feel satisfied. Shooting your way through the stage is a cinch, until
the final section before Snake Man. You have to jump from cloud to
cloud (atop certain death? Capcom doesn't mind if they do!), whilst
avoiding clouded bullets that move faster if you shoot them. Slick
platforming finesse will get you through to Snake Man. His Snake Suit
resembles more of a home-made costume than anything else, but his
stage rocks, so cut him some slack. A few Needles should poison him
up and make him explode real good. Collect his Search Snake and
begone!
DOC ROBOT STAGES
It's normally
eight robots, than some Wily action, but not this time. Four
mysterious robot images take shape in Spark Man, Needle Man, Shadow
Man, and Gemini Man (I love how the other boss borders crumble). This
is Doc Robot, and he is a tremendous buttface. Not only does he takes
each aforementioned boss stage and make them harder, but you also
have to fight him twice in every level. In each fight, he'll
replicate a different boss power from Mega Man II. In Spark Man's stage, it's Metal Man and Quick Man; with Needle Man, it's Air
Man and Crash Man; with Shadow Man, it's Flash Man and Bubble Man;
with Gemini Man, it's Wood Man and Heat Man. Oh, oh, oh, it's magic.
While each stage is slightly changed, it's not worth delving deep
into them. You'll know what to expect if you've gotten this far.
Check out the videos if you're interested in seeing some Mega Man
II bosses back to life.
"BREAK MAN"
"Break Man"
is just an alias for Protoman, presumably to hide his true identity
from Dr. Light (thanks Mega Man Wiki!). Whatever the reason, this is
just another battle with Protoman. Defeat him and a cutscene will
take you to Dr. Light's lab. He'll inform you that Wily has run off
with Gamma, and you'll be off to Wily's Castle. Watch the fight below on the "Stage 1" link.
DR. WILY
This might be the
easiest Stage 1 of any Castle trip thus far. There's enemies from
previous stages (Top Spewer!), new enemies (dive-bombing penguins!),
and all sorts of extra lives and weapon energy, if you're willing to
shell out some Hard Knuckles. Like other Wily Stage 1's, the music
feels like a culmination of all that came before, but it doesn't get
one as motivated as it should. It's solid, but not as timeless as the
themes from the previous two games. The boss is the Kamegoro Maker, a
giant turtle-spewing machine. It also spits out wind funnels at you
from all sides, so be aware of those. Equip the Shadow Blades to
destroy all nefarious turtle doings, and you're done.
The Rush Jet will
be your best friend in this incredibly short stage. After your
initial ascent up a few ladders (collecting a life and weapon energy
if need be), you'll hop on the Rush Jet and never look back. Being
able to shoot the wasps before the unleash their swarm really makes
this area easier. Re-charging the Rush Jet is never an issue, as
there's plenty of energy on your trek – along with an E-tank. The
boss is the Yellow Devil Mk II, resurrected from Mega Man.
He's not nearly as obnoxious as before, though. He's slower, his
pieces are easier to avoid, and sometimes you can get two hits in
with your Hard Knuckle. The battle's over before you know it.
Once again, the
first part of this stage is all about loading up Mega Man with
goodies. Grab what you can and move on. The theme is different in
this stage, more resolved, if not more melancholy. The Brain Caps and
the Grenade Jerks make their triumphant return, although it's much
easier to destroy them. Are we noticing a pattern? This has to be the
easiest set of stages Wily's ever thrown at Mega Man. Perhaps because
he had to hastily reassemble his castle? After the annoying Doc Robot
battles, I'll take a brief respite. Slide under the pair of Stompers,
and jump up the platforms, while avoiding the spikes on the wall. The
boss battle is a triumvirate of holographic Mega Mans, but only one
of them can be harmed. Use the Search Snake to take them down, while
avoiding their shots.
Stage 4 leads you
to the Robot Chamber, the place where you have to fight all of Mega
Man III's eight Robot Masters again. Do it quickly, so I
can finish up this review. Fun Fact: each of the bosses' weapons
works against them.
It's about damn
time. Wily comes out in a Giant Spider Robot. He doesn't really do
all that much besides spew his trademark balls of light, but those
are easy to maneuver around. Give him a fistful of Hard Knuckle to
take down his first form. His protective bubble will come down, which
gives you the perfect opportunity to use the Rush Jet. Fly up and
shoot the final protective layer and his spider will come crashing
down. At first, it looks like he's begging you for forgiveness. BUT
OH WAIT HE'S JUST A ROBOT AND THE REAL FIGHT IS YET TO COME.
Wily has gotten
Gamma up and running and he's about to give Mega Man a
nonstop-express ticket to pain... or not. Gamma does look really
imposing and terrifying, taking up half the screen and all, but all
it takes to get him down to half life is Hard Knuckle his head (Hard
Man really knew how to craft a weapon). Once that's accomplished,
Wily appears. He's controlling Gamma from the inside, and the only
way to stop him is... to Top Spin his head. Once you've achieved
that, Wily's on the ground, asking for forgiveness. This time,
though, Mega Man's looking away, implying that he's not willing to
grant it this go-round. Pieces of Gamma begin to fall from the sky.
One crushes Wily, the other Mega Man. Protoman rescues Mega Man, but
Wiley's fate, according to the game, is negative.
Dr. Light informs
you that you were unceremoniously deposited in the laboratory by none
other than Protoman! A whistle is heard in the distance and
Protoman's entire theme is heard for the first time. Excited to be
alive, Mega Man leaves Dr. Light and his maniacal arm-waving to go on
a run through the grass. After being covered in oil and robot scraps
and trash, the fresh, spring breeze is cleansing to a young robot's
circuits. As Mega Man runs, a list of Robots that Dr. Light (er,
Right) has made appears. In it are the Original Six (Guts Man,
Cut Man, etc.) and their original purposes. I've beaten III
before, but I completely forgot about this part. Really cool info.
Finally, the game explains Roll (of course she's a housekeeper
– they should have also made her a maker of sandwiches), Mega Man
(former assistant to Dr. Light???), and Proto Man. Mega Man
stares at an image of his cooler brother, Protoman, in the sky, while
a bird derps happily onto a tree. Cue staff credits (BUNBUN! KERO
KERO!). Thank you, Capcom, for another solid Mega Man production.
Mega Man III
is another great addition to the Mega Man lineup.
Capcom really tightened up Mega Man's control in this one, to the
point of zero slipperiness. The graphics are even better than Mega
Man II. There are unique blends
of beautiful colors, especially in the later Wily stages; it almost
doesn't matter that they're using recycled backgrounds. The music is
great, as always, though I would rate it slightly under the
timelessness of Mega Man II's.
My one complaint would probably be the difficulty. The game strangely
got easier as it went on, especially in Wily's Castle. Still, it's
great to see the beginnings of Rush and Protoman, and it's always fun
to fight a fresh batch of bosses. Mega Man IV
awaits!
A




So if you go by the American cover, Mega Man 3 is about a dude that shoots robots in the peen, and seems to really enjoy it? Awesome.
ReplyDeleteSurprised you didn't start with Top Man, he's not only one of the dumbest MM bosses ever, but also one of the easiest. You should be ashamed of yourself for not mentioning Protoman's awesome whistle sound.
ReplyDeleteI annoyed everyone I knew when MM3 came out for emulating the whistle sound ad nauseum. Great review and that Euro cover is AWESOME!
ReplyDeleteGood stuff dude. I only ever played this one on GB. I remember getting it for a road trip an being so excited that I couldn't wait to open it. No, literally. I busted it out before the trip and STARTED TAKING OVER. I distinctly remember fighting Gemini Man while in Southern Cal.
ReplyDeleteThere were/are some marked differences. Firstly, Mega Man had a three-stage charge-up shot. Fully-charged, it looked like a small comet and was able to take out an entire row of tadpole eggs, no matter how long. It was fun seeing the stages in color. Snake Man's (his music, along with Gemini and Shadow–triple tie) stage had waving palms and was very different in layout. Also, no Proto Man at all (I don't think. Weird.)
Again, props. Take my hand, lead me on! It's the last one I played…
(p.s. Blogspot asked me to "Please prove you're not a robot." before posting my comment. Heh.)
I liked MM 3- it was a very good game, and introduced a couple new things, but for whatever reason, it didn't QUITE stick with me the way #2 did. This was also my last Mega Man game played. I'm not sure why - I always enjoyed the series, but I just never played any of the later iterations.
ReplyDeleteThe bosses themselves really peaked in MM 3! Snake-man was awesome to me as a kid. Additionally, any level made entirely out of giant coiled up pellet spitting robo-snakes needs some kind of special award!
ReplyDeleteWhy didn't you start with Top Man? Makes no sense. Just kidding, another solid recap. I remember being intimidated by the game's difficulty so I frequently played it using that "super jump" cheat with the 2nd controller. When no one was around to work cooperatively I resorted to strategically laying a box down on the controller and rigging it to the perfect angle to hold down right & A.
ReplyDeleteNot as memorable as MM2, but a great game.
ReplyDeleteProtoman's theme is my current ringtone.
Shoot me now. Put me out of my misery, please. This review is gonna peak my curiosity, I know, and I will end up subjecting myself to the torture that is trying to legitimately beat this game. its not usually my style to bitch about game difficulty but this one always stuck in my craw because I loved MM2 so much. I can imagine the game designers putting this bad boy together saying to themselves, "We've gotta make this one like ten times harder. I mean, part 2 was just so fun and enjoyable to play. Let's amp it up so its not fun for anybody." Bullshit I say.
ReplyDelete@Mike: Hmmm, I've never heard anyone really complain about this one. I think after beating Mega Man 1, none of the games feel as difficult.
ReplyDeleteI just was never able to beat the game and it always stuck with me. I should explain, I think it is a good game, as obviously, it is. I've been playing through an emulator on my phone today and the controls are sketchy at best. I'm gonna give it another go on the console, what the hell.
ReplyDeleteYeah, I could never get into phone emulators for that reason. I can't imagine how a fast-paced action game like Mega Man must play! I wish you good luck in beating the game sir!
ReplyDeleteThanks bro. Btw, just to respond to some of the anonymous commenters I've come across so far on 'the quest.' I mean, if making dooshy observations and nitpicking is your thing, then play on, playa, but at least put a name to the words. The negative energy is not welcomed, anonymous. You are the William Zabkas of the internet. On behalf of DC, I say piss off!
ReplyDeleteHaha, thanks Mike. Yeah, that's the Internet for you. Anonymous jerks just come with the territory. I try to ignore them best I can. They don't want to be reasoned with, they just want to leave their stupid comments and move on.
ReplyDelete