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* HijackedByGanon: For the first time in the series, Dr. Wily turns out to have programmed to Robot Masters to go berserk so that he could steal Gamma while Mega Man was distracted.

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* HijackedByGanon: For the first time in the series, Dr. Wily turns out to have programmed to the Robot Masters to go berserk so that he could steal Gamma while Mega Man was distracted.
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All in all, ''Mega Man 3'' was another hit in the series, selling over a million copies and receiving excellent critical reception, although not quite on par with ''2''. The refined gameplay of ''2'' was expanded upon further, with the "Items" turned into the far more flexible Rush vehicles, a much higher limit on how many E-Tanks you could carry (9 instead of 4), and a new [[SlideAttack slide move]]. On top of that, ''3'' is the longest game in the entire [[UsefulNotes/NintendoEntertainmentSystem NES]] Mega Man series, with a whopping 18 stages total! Unfortunately, Keiji Inafune claimed that ''3'' was his [[CreatorBacklash least favorite Mega Man game]], due to the [[ExecutiveMeddling strained development of the game]] keeping it from reaching its full potential in his eyes, as well as losing the simplicity of the previous two games.

As with ''VideoGame/MegaMan1'' and ''VideoGame/MegaMan2'', ''3'' would later receive a [[UpdatedRerelease 16-bit upgrade]] as part of the [[NoExportForYou Europe and Japan-only]] ''Mega Man: The Wily Wars'' / ''Rockman Megaworld'' cartridge for the UsefulNotes/SegaGenesis [[note]]Aside from being a Sega Channel exclusive for a brief time, and an eventual local release as a bundle with other Sega games in the Sega Genesis Ultimate Portable Player -- [[BadExportForYou but without the save feature and extra Wily Tower game]][[/note]]. It would also receive a Japan-only [[UsefulNotes/PlayStation PS1]] re-release as ''Rockman 3: Complete Works'', complete with remixed music and bonus content. The game would eventually get a major re-release as part of ''Anniversary Collection'' for [[UsefulNotes/PlayStation2 PS2]], UsefulNotes/NintendoGameCube, and UsefulNotes/{{Xbox}}, and it is now available on UsefulNotes/VirtualConsole and as part of ''Mega Man Legacy Collection''.

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All in all, ''Mega Man 3'' was another hit in the series, selling over a million copies and receiving excellent critical reception, although not quite on par with ''2''. The refined gameplay of ''2'' was expanded upon further, with the "Items" turned into the far more flexible Rush vehicles, a much higher limit on how many E-Tanks you could carry (9 instead of 4), and a new [[SlideAttack slide move]]. On top of that, ''3'' is the longest game in the entire [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem NES]] Mega Man series, with a whopping 18 stages total! Unfortunately, Keiji Inafune claimed that ''3'' was his [[CreatorBacklash least favorite Mega Man game]], due to the [[ExecutiveMeddling strained development of the game]] keeping it from reaching its full potential in his eyes, as well as losing the simplicity of the previous two games.

As with ''VideoGame/MegaMan1'' and ''VideoGame/MegaMan2'', ''3'' would later receive a [[UpdatedRerelease 16-bit upgrade]] as part of the [[NoExportForYou Europe and Japan-only]] ''Mega Man: The Wily Wars'' / ''Rockman Megaworld'' cartridge for the UsefulNotes/SegaGenesis Platform/SegaGenesis [[note]]Aside from being a Sega Channel exclusive for a brief time, and an eventual local release as a bundle with other Sega games in the Sega Genesis Ultimate Portable Player -- [[BadExportForYou but without the save feature and extra Wily Tower game]][[/note]]. It would also receive a Japan-only [[UsefulNotes/PlayStation [[Platform/PlayStation PS1]] re-release as ''Rockman 3: Complete Works'', complete with remixed music and bonus content. The game would eventually get a major re-release as part of ''Anniversary Collection'' for [[UsefulNotes/PlayStation2 [[Platform/PlayStation2 PS2]], UsefulNotes/NintendoGameCube, Platform/NintendoGameCube, and UsefulNotes/{{Xbox}}, Platform/{{Xbox}}, and it is now available on UsefulNotes/VirtualConsole Platform/VirtualConsole and as part of ''Mega Man Legacy Collection''.



* HitboxDissonance: Aside from ''VideoGame/MegaManII'' on the UsefulNotes/GameBoy, probably the worst offender in the series for this trope. It becomes doubly problematic when you consider that every Robot Master in this game seems to treat throwing themselves into Mega Man as their primary method of attack, while just firing their weapons whenever they want to add a little variety to the proceedings.

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* HitboxDissonance: Aside from ''VideoGame/MegaManII'' on the UsefulNotes/GameBoy, Platform/GameBoy, probably the worst offender in the series for this trope. It becomes doubly problematic when you consider that every Robot Master in this game seems to treat throwing themselves into Mega Man as their primary method of attack, while just firing their weapons whenever they want to add a little variety to the proceedings.

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Misplaced, moving to the correct tab


* GameMod: Of particular note is ''[[https://www.romhacking.net/hacks/4773/ Mega Man 3 Revamped]]'', which fixes nearly all of the issues plaguing the official release, such as rebalancing stages and boss fights, fixing most of the bugs, and actually adding an intro cutscene, making the game feel much less like an ObviousBeta and more like how it was likely intended to be all along.

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* GameMod: Of particular note is ''[[https://www.romhacking.net/hacks/4773/ Mega Man 3 Revamped]]'', which fixes nearly all of the issues plaguing the official release, such as rebalancing stages and boss fights, fixing most of the bugs, and actually adding an intro cutscene, making the game feel much less like an ObviousBeta beta and more like how it was likely intended to be all along.



* ObviousBeta: Keiji Inafune has called ''[=MM3=]'' his least favorite of the Classic games, saying it was released unfinished thanks to a rushed development cycle. It shows in many ways:
** Doc Robot has not been properly balanced. Three of his boss fights give him attacks that hack ''eight'' HP off Mega Man's total of 28, and his body is much larger than any of ''VideoGame/MegaMan2'', so he's really hard to dodge. This is especially noticeable in his version of the Wood Man fight, where the Leaf Shield has been scaled up to match his size. This makes it virtually impossible to avoid without absolute pixel-perfect timing, since the projectile is barely smaller than your jump height.
** The controls are sticky and respond strangely; if you try to do too much at once in the fight against Gemini Man, he'll fire a countershot even when you didn't fire anything.
** The Top Spin drains energy for every frame it's in contact with an enemy, and doesn't protect you from damage should you ram into an enemy with it.
** In Snake Man's stage, if you're standing on one of the platforms that flying spinning-tops emerge from when you're at their edge, you can instantly be catapulted to your death off the side of the platform.
** The Rush Jet only drains energy when you're actually standing on it.
** The game is plagued with SchizophrenicDifficulty. In particular, the Doc Robot stages are considered to be the hardest in the game, whereas the Wily Castle stages that immediately follow are actually among the ''easiest'' thanks to an overabundance of extra lives and E-Tanks.
** The game lacks any kind of introduction, even though the [[VideoGame/MegaMan2 previous game]] has one. Despite this, the title screen features a fairly long music track, suggesting it was supposed to be played over a cutscene.
** Several stages seem oddly off-theme for their Robot Master, including Top Man (who has two top-themed enemies but otherwise seems to have more of a nature/greenhouse theme), Needle Man (has a total of one needle-themed enemy in his stage), Snake Man (starts out going all-in on the snake theme but transitions into a cloud theme), and Shadow Man (a smelting facility whose only on-topic element is the Hologram enemies). This arises from the stages having been cobbled together from cut stages, including an early attempt to give the Doc Robots [[NostalgiaLevel levels based on their Robot Master]].
** The infamous Controller 2 cheats were debug tools that were supposed to be DummiedOut before release.
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* MotionParallax: Although it cannot be seen through normal gameplay due to the console's technical constraints, the beginning of the Gemini Man stage has a planet with a ring system that is animated with parallax scrolling more complex than any other level.
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** Rush Jet is a platform that can be controlled in all directions and is so useful that it can be used to bypass numerous platforming challenges. To make it less "broken" and to ensure that it wouldn't render the other Rush items obsolete, later games would change the Rush Jet to only be able to move in the direction the player is facing upon summoning it and only allowing the player to control its movement vertically.

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** Rush Jet is a platform that can be controlled in all directions and is so useful that it can be used to bypass numerous platforming challenges. To make it less "broken" and to ensure that it wouldn't render the other Rush items obsolete, later games would change the Rush Jet to only be able to move in the direction the player is facing upon summoning it and only allowing the player to control its movement vertically. (This of course led to complaints, because while the later games were more balanced, they weren't nearly as fun or satisfying as the omni-directional, easy-to-control Rush Jet of this title.)
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* BlindIdiotTranslation: Doc Robot's name in Japanese is ドクロボット (''"dokurobotto"''), which is meant to be a combination of ''dokuro'' (skull) and ''robotto'' (robot), meaning "Skull Robot" or "Skullbot" (fitting with Dr. Wily's skull motif). The translation missed this, resulting in a NonIndicativeName.

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* BlindIdiotTranslation: Doc Robot's name in Japanese is ドクロボット (''"dokurobotto"''), which is meant to be a combination of ''dokuro'' (skull) and ''robotto'' (robot), meaning "Skull Robot" or "Skullbot" (fitting with Dr. Wily's skull motif).motif) and helping to get the idea across that they're essentially undead robot masters. The translation missed this, resulting in a NonIndicativeName.
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[[caption-width-right:350: ''[[https://www.youtube.com/watch?v=dL30lU26egw "I am Mega Man.]]'' ''[[Music/BrentalFloss I'm blue and cyan..."]]''[[note]]'''Back; L-to-R:''' [[GratuitousNinja Shadow Man]], [[ShockAndAwe Spark Man]], [[SelfDuplication Gemini Man]], [[MagnetismManipulation Magnet Man]], [[SpikeShooter Needle Man]], [[SpectacularSpinning Top Man]], [[SnakesAreSinister Snake Man]], and [[MightyGlacier Hard Man]]\\

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[[caption-width-right:350: ''[[https://www.youtube.com/watch?v=dL30lU26egw "I am Mega Man.]]'' ''[[Music/BrentalFloss I'm blue and cyan..."]]''[[note]]'''Back; L-to-R:''' [[GratuitousNinja Shadow Man]], [[ShockAndAwe Spark Man]], [[SelfDuplication Gemini Man]], [[MagnetismManipulation Magnet Man]], [[SpikeShooter Needle Man]], [[SpectacularSpinning Top Man]], [[SnakesAreSinister Snake Man]], and [[MightyGlacier Hard Man]]\\Man]]\\\
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[[caption-width-right:350: ''[[https://www.youtube.com/watch?v=dL30lU26egw "I am Mega Man.]]'' ''[[Music/BrentalFloss I'm blue and cyan..."]]''[[note]]'''Back; L-to-R:''' [[GratuitousNinja Shadow Man]], [[ShockAndAwe Spark Man]], [[SelfDuplication Gemini Man]], [[MagnetismManipulation Magnet Man]], [[SpikeShooter Needle Man]], [[SpectacularSpinning Top Man]], [[SinisterSnakes Snake Man]], and [[MightyGlacier Hard Man]]\\

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[[caption-width-right:350: ''[[https://www.youtube.com/watch?v=dL30lU26egw "I am Mega Man.]]'' ''[[Music/BrentalFloss I'm blue and cyan..."]]''[[note]]'''Back; L-to-R:''' [[GratuitousNinja Shadow Man]], [[ShockAndAwe Spark Man]], [[SelfDuplication Gemini Man]], [[MagnetismManipulation Magnet Man]], [[SpikeShooter Needle Man]], [[SpectacularSpinning Top Man]], [[SinisterSnakes [[SnakesAreSinister Snake Man]], and [[MightyGlacier Hard Man]]\\
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[[caption-width-right:350: ''[[https://www.youtube.com/watch?v=dL30lU26egw "I am Mega Man.]]'' ''[[Music/BrentalFloss I'm blue and cyan..."]]'']]

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[[caption-width-right:350: ''[[https://www.youtube.com/watch?v=dL30lU26egw "I am Mega Man.]]'' ''[[Music/BrentalFloss I'm blue and cyan..."]]'']]
"]]''[[note]]'''Back; L-to-R:''' [[GratuitousNinja Shadow Man]], [[ShockAndAwe Spark Man]], [[SelfDuplication Gemini Man]], [[MagnetismManipulation Magnet Man]], [[SpikeShooter Needle Man]], [[SpectacularSpinning Top Man]], [[SinisterSnakes Snake Man]], and [[MightyGlacier Hard Man]]\\
'''Front:''' [[CanineCompanion Rush]][[/note]]]]

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"shown only to the audience" is not what an Internal Reveal is (also, later games show that Dr. Light did not in fact just tell Mega Man)


Eventually, it turns out Dr. Wily was behind the whole scheme, tricking Mega Man into a wild goose chase so he could steal Gamma once it was finished and use it for his own evil ends. After a climatic battle, Gamma is destroyed and Wily surrenders again...only for both him and Mega Man to be crushed under the rubble of his collapsing castle. Fortunately, Mega Man is rescued by Break Man, who drops him off at Dr. Light's lab and hastily departs. Dr. Light reveals to Mega Man that Break Man's real identity is Proto Man, who ([[InternalReveal in info only shown to the audience]][[note]]on the other hand, Dr. Light could have just told him at some point[[/note]]) is Mega Man's long lost, aloof older brother. [[labelnote:Also...]]A certain blue UFO flies away, its inhabitant alive and well, and plotting his next scheme...[[/labelnote]]

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Eventually, it turns out Dr. Wily was behind the whole scheme, tricking Mega Man into a wild goose chase so he could steal Gamma once it was finished and use it for his own evil ends. After a climatic battle, Gamma is destroyed and Wily surrenders again...only for both him and Mega Man to be crushed under the rubble of his collapsing castle. Fortunately, Mega Man is rescued by Break Man, who drops him off at Dr. Light's lab and hastily departs. Dr. Light reveals to Mega Man that Break Man's real identity is Proto Man, who ([[InternalReveal in (in info only shown to the audience]][[note]]on the other hand, Dr. Light could have just told him at some point[[/note]]) audience) is Mega Man's long lost, aloof older brother. [[labelnote:Also...]]A certain blue UFO flies away, its inhabitant alive and well, and plotting his next scheme...[[/labelnote]]



* InternalReveal: The robot list revealing Proto Man's status as Mega Man's brother would appear to be something known only to the audience (and Dr. Light), since various games and Japanese [[AllThereInTheManual materials]] have Mega Man unaware of their connection. Not that this stopped the [[WesternAnimation/MegaManRubySpears Ruby-Spears cartoon]], the English translation of ''VideoGame/MegaMan7'', and the [[ComicBook/MegaManArchieComics Archie comic]] from having them both be aware that they're brothers[[note]]It's implied that Light eventually told Mega Man of their connection, hence the mournful ending while Mega Man contemplates the implications of having a brother, but it never actually happens on-screen[[/note]].
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* EarlyInstallmentWeirdness: Some of the series elements introduced in this game have quirks that would be changed in subsequent appearances:
** Rush Jet is a platform that can be controlled in all directions and is so useful that it can be used to bypass numerous platforming challenges. To make it less "broken" and to ensure that it wouldn't render the other Rush items obsolete, later games would change the Rush Jet to only be able to move in the direction the player is facing upon summoning it and only allowing the player to control its movement vertically.
** Mega Man cannot slide through boss gates -- he will always stop just short of them if he attempts to do so and he can only walk or jump through them.
** After the "absorbing the boss's energy" animation that plays after defeating the Robot Master (which did not occur in the first two games but would become a staple of the classic series), the weapons menu automatically opens up and shows the new weapon's energy meter filling up before Mega Man teleports out. Later games would skip this latter part.
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* UnintentionallyUnwinnable: In the second Gemini Man stage, the first Doc Robot fight is immediately followed by a wall that cannot be jumped over without using either Rush Coil or Rush Jet. If Mega Man is out of energy for both, there is no way to get any more, and no way to take damage or lose a life, leaving him trapped. The only escape is to reset the game and start the stage over from scratch. [[note]]Technically, holding right on a controller plugged into the Player 2 slot can allow Mega Man to jump high enough to clear the wall, but there is no guarantee that the player will have two controllers, and the second controller codes aren't usable in every version of the game[[/note]]

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Adding context.


* ActuallyADoombot: The pilot of Wily Machine 3 is a fake Wily, the real one operating Gamma.
* AllThereInTheManual: The only way to learn about the story, since the game's rushed production didn't afford it the luxury of having an ''intro cutscene''.

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* ActuallyADoombot: The pilot of Wily Machine 3 is a fake Wily, the real one is operating Gamma.
* AllThereInTheManual: The only way to learn about the story, story is to read the instruction manual, since the game's rushed production didn't afford it game contains no cutscenes until after all of the luxury of having an ''intro cutscene''.Doc Robots are defeated.



** The Doc Robot stages can be pretty bad about this. Despite facing two bosses in each stage, dying to the first one won't put you at the BossCorridor, but rather all the way back to the beginning of the stage, with the checkpoint not registering until after leaving the room. In Spark Man's stage, even ''that's'' not good enough -- one must fall down a spike-filled shaft before you're given a checkpoint. Die falling through it, and it's back to the start you go (and you have to fight the first Doc Robot again!). The ''Wily Wars'' remake was at least kind enough to move the checkpoint to right after you battle the Doc Robot.

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** The Doc Robot stages can be pretty bad about this. Despite facing two bosses in each stage, dying lack checkpoints until after the first Doc Robot is defeated, so losing to the first one won't put you at the BossCorridor, but rather all the way back Doc Robot will result in Mega Man being sent to the beginning of the stage, with the checkpoint not registering until after leaving the room.stage. In Spark Man's stage, even ''that's'' not good enough -- one must fall down a spike-filled shaft before you're given a checkpoint. Die falling through it, and it's back to the start you go (and you have to fight the first Doc Robot again!). The ''Wily Wars'' remake was at least kind enough to move the checkpoint to right after you battle the Doc Robot.



* DoppelgangerAttack: Gemini Man's specialty, along with [[EnergyWeapon Frickin' Laser Beams]]. The Holograph Mega Mans [''sic''] in Wily Castle are also a variant.

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* DoppelgangerAttack: DoppelgangerAttack:
**
Gemini Man's specialty, along with [[EnergyWeapon Frickin' Laser Beams]]. Man starts his battle by splitting into two copies of himself. Both copies move in a circle around the room and can attack Mega Man. Gemini Man takes damage regardless of which one Mega Man shoots, and the second one disappears once he's down to half of his health.
**
The Holograph Mega Mans [''sic''] in Wily Castle stage 3 are also a variant.three copies of Mega Man that come out of three teleporters before attacking the real one in unison. Unlike Gemini Man, only one of the Mega Man copies can take damage each time they appear, so Mega Man must find which one he can attack before they disappear again.



%%* EternalEngine: Spark Man's stage.
%%* FinalBoss: Gamma.
* {{Foreshadowing}}: The tops of the Giant Metalls in the Doc Robot remastered Doc Robot version of Needle Man's stage are visible in the original version of the stage as background elements.

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%%* * EternalEngine: Spark Man's stage.
%%*
stage takes place in an electrical power plant with a variety of machines generating electricity.
*
FinalBoss: Gamma.
For the final battle, Dr. Wily has redesigned Gamma into a humongous battle machine, and controls him to attack Mega Man.
* {{Foreshadowing}}: The tops of the Giant Metalls in the Doc Robot remastered Doc Robot version of Needle Man's stage are visible in the original version of the stage as background elements.



* GiantMook: The Giant Metalls in the remastered Needle Man Stage. Additionally, the Giant Springers are bigger counterparts of the ones from Mega Man 2, and they appear mostly in the Doc Robot stages too.

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* GiantMook: GiantMook:
**
The second Needle Man stage has Giant Metalls in as mini-bosses, which are giant versions of the remastered Needle Man Stage. Additionally, the Metall enemies.
** The
Giant Springers Springer enemies are bigger counterparts versions of the ones an enemy from Mega Man 2, and 2. While much slower than their smaller counterpart, they appear mostly in the Doc Robot stages too.can fire homing missiles from their tops.



* HijackedByGanon: Dr. Wily does the first instance of many in the series. A bit of a Downplayed example, though, as the game never mentions its own story, so [[AllThereInTheManual without the manual]], you have little to no indication that there's even a RedHerring in the first place. Subverted with the Japanese version of the game, where the subtitle outright spoils that Wily is the villain yet again.

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* HijackedByGanon: Dr. Wily does For the first instance of many time in the series. A bit of a Downplayed example, though, as the game never mentions its own story, so [[AllThereInTheManual without the manual]], you series, Dr. Wily turns out to have little programmed to no indication Robot Masters to go berserk so that there's even a RedHerring in the first place. Subverted with the Japanese version of the game, where the subtitle outright spoils that Wily is the villain yet again.he could steal Gamma while Mega Man was distracted.



* HomingProjectile: The Magnet Missiles are a variation, since they simply fly up or down depending on where an enemy happens to be as they fly ahead.

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* HomingProjectile: HomingProjectile:
**
The Magnet Missiles are a variation, since they simply used by Magnet Man will change their direction to fly up or down depending on where an enemy happens to be as towards Mega Man after they fly ahead.over his head. When Mega Man himself uses them, they work similarly, changing direction to chase enemies above or below them.
** Hard Man's Hard Knuckle attack changes its direction mid-flight to chase after Mega Man. The version Mega Man uses doesn't have this feature, however.



* LethalJokeWeapon: The Top Spin is often ridiculed as the worst weapon in the series when it's actually quite potent in the right hands. It's a OneHitKill on any non-boss enemy except Hammer Joes. It is also the weakness of Shadow Man and no less than ''three'' bosses in the Wily stages, including the FinalBoss, which it downs in ''one hit.''[[note]]Top Spin is dangerous to use because the "field" it generates around Mega Man to inflict damage is extremely small, barely larger than his hitbox (and see HitboxDissonance for why that's a problem already). However, Top Spin has two incredible advantages. First, it does not cause MercyInvincibility on enemies, so as long as you're Top Spinning, you're doing damage. Second, ''as long as you're Top Spinning and in contact with enemies, you're doing damage''. This advantage is so incredibly overpowered that the final boss doesn't actually go down in one hit, but in fact takes ''14 hits'' in less than half a second, killing it essentially instantly. According to Keiji Inafune, it was actually supposed to work somewhat less suicidally (the best and really only way to use Top Spin is to launch yourself into enemies while still having to deal with CollisionDamage), but the rushed production schedule forced the implementation that is in the game[[/note]].

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* LethalJokeWeapon: LethalJokeItem: The Top Spin is often ridiculed as the worst weapon in the series when it's actually quite potent in the right hands. It's a OneHitKill on any non-boss enemy except Hammer Joes. It is also the weakness of Shadow Man and no less than ''three'' bosses in the Wily stages, including the FinalBoss, which it downs in ''one hit.''[[note]]Top Spin is dangerous to use because the "field" it generates around Mega Man to inflict damage is extremely small, barely larger than his hitbox (and see HitboxDissonance for why that's a problem already). However, Top Spin has two incredible advantages. First, it does not cause MercyInvincibility on enemies, so as long as you're Top Spinning, you're doing damage. Second, ''as long as you're Top Spinning and in contact with enemies, you're doing damage''. This advantage is so incredibly overpowered that the final boss doesn't actually go down in one hit, but in fact takes ''14 hits'' in less than half a second, killing it essentially instantly. According to Keiji Inafune, it was actually supposed to work somewhat less suicidally (the best and really only way to use Top Spin is to launch yourself into enemies while still having to deal with CollisionDamage), but the rushed production schedule forced the implementation that is in the game[[/note]].



* LongSongShortScene: A few tunes, like the Wily Castle intermission theme and Proto Man's theme in the cast roll, never played in their entirety. And thanks to the lack of an opening cutscene, you're unlikely to pay attention to the title screen theme of this game when first playing it.

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* LongSongShortScene: LongSongShortScene:
**
A few tunes, like the Wily Castle intermission theme and Proto Man's theme in the cast roll, never played in their entirety. And thanks roll get interrupted before they can finish.
** Thanks
to the lack of an opening cutscene, you're unlikely to pay attention to the title screen theme of this game when first playing it.



%%* MultiMookMelee: The Kamegoro Maker invokes this.

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%%* * MultiMookMelee: The Kamegoro Maker invokes this.boss cannot be attacked directly. Instead, Mega Man must defeat the Kamegoros it creates one-by-one. Once all the Kamegoros have been defeated, the Kamegoro Maker itself will explode.



* ReflectingLaser: The Gemini Laser bounces off of walls. However, to avoid it being useless or having plenty of incredibly obvious "use it here" sections, it breaks the normal "angle of reflection equals angle of incidence" rule of physics, and the first bounce will always be a 45 degree upward angle. Subsequent bounces will follow the rule.

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* ReflectingLaser: The Gemini Laser bounces off of walls. However, to avoid it being useless or having plenty of incredibly obvious "use it here" sections, it breaks the normal "angle of reflection equals angle of incidence" rule of physics, and the The first bounce will always be a 45 degree upward angle. Subsequent bounces will follow the rule."angle of reflection equals angle of incidence" rule of physics.



* SkyFace: In the ending, Proto Man's face can be seen in the sky.

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* SkyFace: In the ending, Mega Man looks up in the sky and sees an image of Proto Man's face can be seen in the sky.clouds.



* SpinAttack: The Top Spin makes Mega Man (and Top Man) spin while using it.
* SpinToDeflectStuff: Top Man does this when using the Top Spin. You, unfortunately, can't.

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* SpinAttack: The Top Spin makes Mega Man (and Top Man) spin while using it.
it, during which they can damage enemies by spinning into them.
* SpinToDeflectStuff: When Top Man does this when using uses the Top Spin. You, unfortunately, can't.Spin, Mega Man's shots will bounce right off of him. Unfortunately, the version Mega Man gets doesn't have the same ability.



* UtilityWeapon: The Hard Knuckle is the only weapon that can destroy hard walls in the Wily Castle.

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* UtilityWeapon: The Hard Knuckle is the only weapon that can destroy certain hard walls in the Wily Castle.
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* InfiniteOneUps: Due to the huge number of Pole enemies (the strange eggs that if shot at, spawn tadpole robots) in Gemini Man's stage (both the initial and Doc Robot runs), there's a good chance that you'll be bagging a good amount of lives if you intentionally shoot at every single egg. Note that your maximum number of lives is 9.
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* InternalReveal: The robot list revealing Proto Man's status as Mega Man's brother would appear to be something known only to the audience (and Dr. Light), since various games and Japanese [[AllThereInTheManual materials]] have Mega Man unaware of their connection. Not that this stopped the [[WesternAnimation/MegaMan Ruby-Spears cartoon]], the English translation of ''VideoGame/MegaMan7'', and the [[ComicBook/MegaManArchieComics Archie comic]] from having them both be aware that they're brothers[[note]]It's implied that Light eventually told Mega Man of their connection, hence the mournful ending while Mega Man contemplates the implications of having a brother, but it never actually happens on-screen[[/note]].

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* InternalReveal: The robot list revealing Proto Man's status as Mega Man's brother would appear to be something known only to the audience (and Dr. Light), since various games and Japanese [[AllThereInTheManual materials]] have Mega Man unaware of their connection. Not that this stopped the [[WesternAnimation/MegaMan [[WesternAnimation/MegaManRubySpears Ruby-Spears cartoon]], the English translation of ''VideoGame/MegaMan7'', and the [[ComicBook/MegaManArchieComics Archie comic]] from having them both be aware that they're brothers[[note]]It's implied that Light eventually told Mega Man of their connection, hence the mournful ending while Mega Man contemplates the implications of having a brother, but it never actually happens on-screen[[/note]].

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Hiding ZCEs. Suspiciously Similar Substitute is for characters only. Cutting speculation.


* EternalEngine: Spark Man's stage.
* FinalBoss: Gamma.

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* %%* EternalEngine: Spark Man's stage.
* %%* FinalBoss: Gamma.



* HumongousMecha: Gamma, whose torso takes up an entire screen.

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* HumongousMecha: Gamma, whose Gamma's torso takes up an entire screen.



* MercyInvincibility: As in all ''Mega Man'' games, but also the only way to use Top Spin on stronger enemies.
* MultiMookMelee: The Kamegoro Maker invokes this.

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* %%* MercyInvincibility: As in all ''Mega Man'' games, but also the only way to use Top Spin on stronger enemies.
* %%* MultiMookMelee: The Kamegoro Maker invokes this.



** Finally, the infamous Controller 2 cheats were debug tools that were supposed to be DummiedOut before release.

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** Finally, the The infamous Controller 2 cheats were debug tools that were supposed to be DummiedOut before release.



** A DummiedOut background for Gemini Man's level includes a planet that looks very much like Saturn. It's reasonable to deduce the mining stations are on moons of the outer planets in our solar system.
* SpikeShooter: The Needle Cannon, which can be rapidly fired.

to:

** A DummiedOut background for Gemini Man's level includes a planet that looks very much like Saturn. It's reasonable to deduce the mining stations are on moons of the outer planets in our solar system.
* SpikeShooter: The Needle Cannon, which can be rapidly fired.as the name suggests, is a rapid fire weapon that shoots needles.



* SuspiciouslySimilarSubstitute: The [[FuumaShuriken Shadow Blade]] is basically a {{nerf}}ed version of the [[VideoGame/MegaMan2 Metal Blade]].



* VillainsWantMercy: Both the robotic Wily impostor and the real one in the ending.

to:

* VillainsWantMercy: Both the robotic Wily impostor and the real one in the ending.ending bow down to Mega Man and beg for mercy after being defeated.



* WhamShot: During the ending:
--> No. 000 Proto Man
--> New robot prototype, [[LukeIAmYourFather brother of Mega Man]].

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* WhamShot: During the ending:
--> No. 000
ending, the mysterious robot who has been fighting Mega Man throughout the game is revealed to be none other than Proto Man
--> New robot prototype,
Man, [[LukeIAmYourFather brother of Mega Man]].

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%%* EternalEngine: Spark Man's stage.
%%* FinalBoss: Gamma.

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%%* * EternalEngine: Spark Man's stage.
%%* * FinalBoss: Gamma.


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* InterfaceSpoiler: Dr. Wily is supposed to be pretending innocence at the start of this game up until you reach his fortress stages (although it's AllThereInTheManual), but in the ''Complete Works'' and ''Anniversary Collection'' enhanced re-releases, the bosses' lifebars in Navi Mode have his logo before the "reveal".
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* DarkerAndEdgier: For a game in the classic series, the tone feels more tense with more dramatic music in the stages, the boss fight music sounding like Mega Man is having the fight of his life, and the enigmatic Doc Robots mysteriously appearing to challenge Mega Man and never being mentioned again after their defeat. Dr. Wily's castle themes also sound more emotional than before.

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Moving to YMMV


* SequelDifficultySpike: Averted for the most part -- the levels are about as challenging as those of the previous game in its "difficult" mode, and still generally easier than those of the first game -- but played straight in two other regards:
** This time around, it's practically a requirement to take on the Robot Masters in some sort of order, otherwise you'll find yourself having to slowly chip away at each and every one of their health points with the Mega Buster, while they whale on you with their own weapons...or if they want to ''really'' beat up on you, they'll just throw themselves at you non-stop and let their HitboxDissonance and insane amounts of collision damage finish you off even quicker. Making matters worse, whereas most of the Robot Masters in the last game had two major weaknesses, here it's usually one major weakness, maybe a minor weakness (i.e. two times Mega Buster damage) if you're lucky, with everything else being either completely useless or no better than using the Mega Buster. Mitigated somewhat in the refights however, thanks to all the Robot Masters being weak to their own weapons.
** The Doc Robot stages are considerably harder than most of the stages in ''2'', mostly thanks to their fondness for spikes and BottomlessPits, and the CheckpointStarvation that results from only being able to start from either the very beginning of the stage, or after the first Doc Robot fight of the level.



* TwistEnding: While [[ItWasHisSled a very, very well-known one nowadays,]] the end reveals that Proto Man is DLN-000, making him Mega Man's brother.

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* TwistEnding: While [[ItWasHisSled a very, very well-known one nowadays,]] the The end reveals that Proto Man is DLN-000, making him Mega Man's brother.
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* BlindIdiotTranslation: Doc Robot's name in Japanese is ドクロボット (''"dokurobotto"''), which is meant to be a combination of ''dokuro'' (skull) and ''robotto'' (robot), meaning "Skull Robot" or "Skullbot" (fitting with Dr. Wily's skull motif). The translation missed this, resulting in a NonIndicativeName.
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[[caption-width-right:350: ''The Return of the Blue Bomber.'']]

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[[caption-width-right:350: ''The Return of the Blue Bomber.'']]
''[[https://www.youtube.com/watch?v=dL30lU26egw "I am Mega Man.]]'' ''[[Music/BrentalFloss I'm blue and cyan..."]]'']]
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After the runaway success of ''VideoGame/MegaMan2'', Creator/{{Capcom}} realized they had [[VideoGame/MegaManClassic a hit franchise]] on their hands, and it was only natural for them to soon follow up with ''Mega Man 3'' (''Rockman 3: The End of Dr. Wily!?'' in Japan) in 1990.

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After the runaway success of ''VideoGame/MegaMan2'', Creator/{{Capcom}} realized they had [[VideoGame/MegaManClassic a hit franchise]] on their hands, and it was only natural for them to soon follow up with ''Mega Man 3'' (''Rockman 3: The End of Dr. Wily!?'' in Japan) Japanese) in 1990.

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