History VideoGame / MegaMan3

29th Aug '16 4:53:41 PM bt8257
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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 (nine instead of four), 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.

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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 (nine (9 instead of four), 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.
7th Aug '16 3:35:14 PM OlfinBedwere
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Added DiffLines:

* 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.
1st Aug '16 12:48:06 PM MisterVercetti
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** Keiji Inafune has gone on record stating that the game was released unfinished due to a rushed development cycle (hence why it's his least favorite of the Classic series). For instance, the infamous Controller 2 cheats were actually debug utilities that were supposed to have been removed from the final game, but were inadvertently left in when the game had to be rushed onto store shelves.
14th Jul '16 4:41:50 AM gewunomox
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[[caption-width-right:350: ''[[https://www.youtube.com/watch?v=dL30lU26egw "I am Mega Man.]]'' ''[[{{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.]]'' ''[[{{Brentalfloss}} ''[[Music/BrentalFloss I'm blue and cyan..."]]'']]



* JustThinkOfThePotential: Why did they build Gamma? Dr. Wily wanted to TakeOverTheWorld, duh. But [[ActualPacifist Dr. Light]] thought this would be a peacekeeping robot?[[labelnote:*]]The [[ComicBook/MegaMan Archie Comics adaptation]] got around this by claiming Gamma was more of a "handle natural disasters" robot.[[/labelnote]]

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* JustThinkOfThePotential: Why did they build Gamma? Dr. Wily wanted to TakeOverTheWorld, duh. But [[ActualPacifist Dr. Light]] thought this would be a peacekeeping robot?[[labelnote:*]]The robot? [[labelnote:*]] The [[ComicBook/MegaMan Archie Comics adaptation]] got around this by claiming Gamma was more of a "handle natural disasters" robot.robot. [[/labelnote]]



* MagnetismManipulation: Magnet Man's gimmick is magnetism; he can either fire homing Magnet Missiles or pulling Mega Man towards him with magnetic force. ''VideoGame/MegaManAndBass'' expands on this - he's also been known for sleeping on ceilings by attaching himself on them and likes magnetic therapy, but he has to avoid floppy disks and other sensitive electronics because his magnetic field can affect them.

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* MagnetismManipulation: Magnet Man's gimmick is magnetism; he can either fire homing Magnet Missiles or pulling Mega Man towards him with magnetic force. ''VideoGame/MegaManAndBass'' expands on this - -- he's also been known for sleeping on ceilings by attaching himself on them and likes magnetic therapy, but he has to avoid floppy disks and other sensitive electronics because his magnetic field can affect them.



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

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



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

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



* WhamShot: During the ending.

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* WhamShot: During the ending.ending:
13th Jul '16 10:07:32 PM gewunomox
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[[caption-width-right:350: ''[[http://www.youtube.com/watch?v=dL30lU26egw "I am Mega Man.]]'' ''[[{{Brentalfloss}} I'm blue and cyan..."]]'']]
After the runaway success of ''VideoGame/MegaMan2'', {{Capcom}} realized they had 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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[[caption-width-right:350: ''[[http://www.''[[https://www.youtube.com/watch?v=dL30lU26egw "I am Mega Man.]]'' ''[[{{Brentalfloss}} I'm blue and cyan..."]]'']]
"]]'']]

After the runaway success of ''VideoGame/MegaMan2'', {{Capcom}} Creator/{{Capcom}} realized they had 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.



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 the 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]]

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 (nine instead of four), and a new [[SlideAttack slide move]]. On top of that, ''3'' is the longest game in the entire {{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 Mega Man]]'' 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/{{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/{{PS2}}, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}, and it is now available on UsefulNotes/VirtualConsole and as part of ''Mega Man Legacy Collection''.

to:

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 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 the audience]]) is Mega Man's long lost, aloof older brother. [[labelnote:Also...]]a [[labelnote: Also...]] A certain blue UFO flies away, its inhabitant alive and well, and plotting his next scheme...[[/labelnote]]

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 (nine instead of four), and a new [[SlideAttack slide move]]. On top of that, ''3'' is the longest game in the entire {{NES}} [[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 Mega Man]]'' 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 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 Player -- [[BadExportForYou but without the save feature and extra Wily Tower game]].game]]. [[/note]]. It would also receive a Japan-only UsefulNotes/{{PS1}} [[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/{{PS2}}, [[UsefulNotes/PlayStation2 PS2]], UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}, and it is now available on UsefulNotes/VirtualConsole and as part of ''Mega Man Legacy Collection''.



* DWN-017: Needle Man, weak to Gemini Laser, gives [[SpikeShooter Needle Cannon]]
* DWN-018: Magnet Man, weak to Shadow Blade/Spark Shock, gives [[SelectiveMagnetism Magnet Missile]]
* DWN-019: Gemini Man, weak to Search Snake, gives [[ReflectingLaser Gemini Laser]]
* DWN-020: Hard Man, weak to Hard Knuckle/Magnet Missile, gives [[RocketPunch Hard Knuckle]]
* DWN-021: Top Man, weak to Hard Knuckle, gives [[SpinAttack Top Spin]]
* DWN-022: Snake Man, weak to Search Snake/Needle Cannon, gives the [[WallCrawl Search Snake]]
* DWN-023: Spark Man, weak to Spark Shock/Shadow Blade, gives the [[StaticStunGun Spark Shock]]
* DWN-024: Shadow Man, weak to Top Spin, gives the [[GratuitousNinja Shadow Blade]]

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* DWN-017: Needle Man, weak to Gemini Laser, gives [[SpikeShooter Needle Cannon]]
Cannon]].
* DWN-018: Magnet Man, weak to Shadow Blade/Spark Blade / Spark Shock, gives [[SelectiveMagnetism Magnet Missile]]
Missile]].
* DWN-019: Gemini Man, weak to Search Snake, gives [[ReflectingLaser Gemini Laser]]
Laser]].
* DWN-020: Hard Man, weak to Hard Knuckle/Magnet Knuckle / Magnet Missile, gives [[RocketPunch Hard Knuckle]]
Knuckle]].
* DWN-021: Top Man, weak to Hard Knuckle, gives [[SpinAttack Top Spin]]
Spin]].
* DWN-022: Snake Man, weak to Search Snake/Needle Snake / Needle Cannon, gives the [[WallCrawl Search Snake]]
Snake]].
* DWN-023: Spark Man, weak to Spark Shock/Shadow Shock / Shadow Blade, gives the [[StaticStunGun Spark Shock]]
Shock]].
* DWN-024: Shadow Man, weak to Top Spin, gives the [[GratuitousNinja Shadow Blade]]
Blade]].



!!Tropes:

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!!Tropes:

!! Tropes:



** Unusually for a ''Mega Man'' game, the second Wily Castle stage completely lacks checkpoints; you die to the boss (who just so happens to be the Yellow Devil MK-II), you go back to the beginning of the level. Mercifully, however, it's very short - taking a minute and a half at most to reach the boss's lair.
** 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!).

to:

** Unusually for a ''Mega Man'' game, the second Wily Castle stage completely lacks checkpoints; you die to the boss (who just so happens to be the Yellow Devil MK-II), you go back to the beginning of the level. Mercifully, however, it's very short - -- taking a minute and a half at most to reach the boss's lair.
** 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 eight Doc Robots download the attack patterns of the eight Robot Masters from ''VideoGame/MegaMan2'', and the ending scene displayng all of Dr. Light's Robot Masters shows the six bosses from [[VideoGame/MegaMan1 the original game]].

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** The eight Doc Robots download the attack patterns of the eight Robot Masters from ''VideoGame/MegaMan2'', and the ending scene displayng displaying all of Dr. Light's Robot Masters shows the six bosses from [[VideoGame/MegaMan1 the original game]].



* ElementalRockPaperScissors: A staple of the series, but a truly bizarre variant of this appears; Snake Man[[note]] Weak to Needle Cannon [[/note]], Gemini Man[[note]]Weak to Search Snake[[/note]] and Needle Man[[note]]Weak to Gemini Laser[[/note]] are weak to each others' weapons, creating two weakness loops as opposed to one.

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* ElementalRockPaperScissors: A staple of the series, but a truly bizarre variant of this appears; Snake Man[[note]] Man [[note]] Weak to Needle Cannon [[/note]], Gemini Man[[note]]Weak Man [[note]]Weak to Search Snake[[/note]] Snake [[/note]] and Needle Man[[note]]Weak Man [[note]] Weak to Gemini Laser[[/note]] Laser [[/note]] are weak to each others' weapons, creating two weakness loops as opposed to one. one.



* GratuitousNinja: Shadow Man

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* GratuitousNinja: Shadow ManMan.
10th Jul '16 10:11:11 PM morenohijazo
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* SkyFace: In the ending, Proto Man's face can be seen in the sky.
6th Jul '16 8:35:42 PM Minishear
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* ObviousBeta: A much less severe example than most, though there are still some quirks at times (uneven energy use for the Top Spin, all Robot Masters being weak to their own weapons, inaccurate Wily Castle map paths, etc).

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* ObviousBeta: A Doc Robot has not been balanced properly, with three of the battles giving him a way to do eight points against you in a single hit, which you have along the lines of 28 HP. His body is also much less severe example larger than most, though there are still some quirks the bosses of Mega Man 2, making the matter of dodging him a complete chore. Add to that the sticky controls, the battle against Gemini Man being a prime place to see this (if you try to do too much at times (uneven energy use for once, he'll shoot a countershot at you without you actually having fired to begin with), the Top Spin, Spin draining energy for each frame it's in contact with an enemy (which is why it can all Robot Masters being weak be drained at once if you mess up slightly with it) and not justifying itself by protecting you from damage when it expects you to their own weapons, inaccurate Wily Castle map paths, etc).ram into an enemy to hurt them, and the hilarity of the Rush Jet only draining energy when you're actually standing on it. It's pretty clear that some more work could've gone into this one.
22nd Jun '16 7:40:29 AM Prinzenick
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The story is centered some time after ''Mega Man 2'', where Dr. Wily has seemingly reformed after his previous two defeats, and is now working alongside Dr. Light to build a peacekeeping robot called Gamma. However, their co-developed batch of Robot Masters in charge of mining operations on eight uncharted planets go berserk and start wreaking havoc, stealing the Energy Elements needed to power Gamma. Naturally, Mega Man is sent off to stop the rogue robots, this time with the help of his new canine companion, Rush! Along his journey, he encounters a mysterious being called Break Man, who keeps fighting him, as if to test him...

to:

The story is centered some time after ''Mega Man 2'', ''VideoGame/MegaMan2'', where Dr. Wily has seemingly reformed after his previous two defeats, and is now working alongside Dr. Light to build a peacekeeping robot called Gamma. However, their co-developed batch of Robot Masters in charge of mining operations on eight uncharted planets go berserk and start wreaking havoc, stealing the Energy Elements needed to power Gamma. Naturally, Mega Man is sent off to stop the rogue robots, this time with the help of his new canine companion, Rush! Along his journey, he encounters a mysterious being called Break Man, who keeps fighting him, as if to test him...



As with ''[[VideoGame/MegaMan1 Mega Man]]'' 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.[[/note]]. It would also receive a Japan-only UsefulNotes/{{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/{{PS2}}, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}, and it is now available on UsefulNotes/VirtualConsole and as part of ''Mega Man Legacy Collection''.

to:

As with ''[[VideoGame/MegaMan1 Mega Man]]'' 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.Player--[[BadExportForYou but without the save feature and extra Wily Tower game]].[[/note]]. It would also receive a Japan-only UsefulNotes/{{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/{{PS2}}, UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}}, and it is now available on UsefulNotes/VirtualConsole and as part of ''Mega Man Legacy Collection''.
7th Jun '16 7:18:18 PM DoctorCooper
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* EverythingIsBetterWithSpinning: The Top Spin weapon. Subverted, as it's [[JokeWeapon not very effective most of the time]] ([[LethalJokeWeapon unless you do know how to use it well]]), and requires MercyInvincibility to work on bosses.
* FatalFlaw: All of the Robot Masters are weak to their own weapons.

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* EverythingIsBetterWithSpinning: The Top Spin weapon. Subverted, as However, it's [[JokeWeapon not very effective most of the time]] ([[LethalJokeWeapon unless you do know how to use it well]]), and requires may require MercyInvincibility to work on bosses.
* FatalFlaw: All of the Robot Masters are weak to their own weapons.
bosses.



* GiantSpaceFleaFromNowhere: The Doc Robots, arguably. They simply just appear after the Robot Masters are defeated, and are then not mentioned or even referenced in later games. Heck, even on the stage select screen, they simply appear as mysterious silhouettes, and the usual boss intro screen simply displays a question mark symbol and nothing else.

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* GiantSpaceFleaFromNowhere: The Doc Robots, arguably.Robots. They simply just appear after the Robot Masters are defeated, and are then not mentioned or even referenced in later games. Heck, even on the stage select screen, they simply appear as mysterious silhouettes, and the usual boss intro screen simply displays a question mark symbol and nothing else.



* PowerCopying: [[TropeCodifier Naturally]], but there's a twist this time: the Holograph Mega Mans boss, instead of mirroring whatever weapon you've got readied, can fire plasma shots in any direction instead of just left or right.
5th Jun '16 12:23:07 PM OlfinBedwere
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Added DiffLines:

* LoadBearingBoss: The first usage of this trope in the series, although it's not clear whether the explosion of Gamma causes Wily's entire fortress to collapse, or just brings down the ceiling in the room where you fight him.
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