Follow TV Tropes

Following

Context VideoGame / MegaManIII

Go To

1[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/rockmanworld3.png]]
2 [[caption-width-right:270:The Rock goes portable...[[RunningGag yet]] [[RuleOfThree again]].]]
3The third of the five ''[[VideoGame/MegaManClassic Mega Man]]'' entries on the Game Boy, ''Mega Man III'' (known as ''Rockman World 3'' in Japan) gets things back on track after the oddness of ''VideoGame/MegaManII''. It helped that ''VideoGame/MegaManDrWilysRevenge'' developer Minakuchi Engineering was reinstated as the Game Boy series' developer for this and the subsequent two outings.
4
5Dr. Wily's latest scheme has seen him hijack a supercomputer that governs daily life across the world, causing abnormal weather, transportation failures, and other such chaos. If that weren't enough, he also sends out an army of robots to cause chaos and mayhem, and as per usual Mega Man sets out to stop him. In his way are eight rebuilt Robot Masters, along with Wily's second attempt at creating a Mega Man Killer, Punk.
6
7''Mega Man III'' combines the expanded campaign from ''Mega Man II'' with the polish, execution and difficulty of ''Dr. Wily's Revenge'', and as such is generally regarded as a better game than both of its two predecessors, albeit not quite up to the standards of the two following entries. The gameplay is pretty much identical to the NES ''VideoGame/MegaMan4'', meaning that the Charge Shot is added to Mega Man's repertoire for this outing.
8
9Robot Masters from ''VideoGame/MegaMan3'':
10
11* DWN-019: Gemini Man, gives the [[ReflectingLaser Gemini Laser]]
12* DWN-022: Snake Man, gives the [[WallCrawl Search Snake]]
13* DWN-023: Spark Man, gives the [[StaticStunGun Spark Shock]]
14* DWN-024: Shadow Man, gives the [[FuumaShuriken Shadow Blade]]
15
16Robot Masters from ''VideoGame/MegaMan4'':
17
18* DWN-027: Drill Man, gives the [[ThisIsADrill Drill Bomb]]
19* DWN-030: Dust Man, gives the [[ExtraOreDinary Dust Crusher]]
20* DWN-031: Dive Man, gives the [[HomingProjectile Dive Missile]]
21* DWN-032: Skull Man, gives the [[CastingAShadow Skull Barrier]]
22
23The remaining Robot Masters from ''4'' NES were held over until the following Game Boy outing.
24
25New for this game:
26
27* MKN-002: Punk, gives the [[AbsurdCuttingPower Screw Crusher]]
28
29----
30!!Tropes:
31
32* EleventhHourSuperpower: The Screw Crusher is this game's unique weapon, and it boasts high ammunition, effective on a number of enemies, and is the only weapon that can damage the FinalBoss. Like the past two games, though, you're only given the chance to use it in the final stage, and it isn't saved with passwords (though by getting a Game Over and returning to the stage select, it can be brought into the second set of Robot Master stages).
33* AbilityRequiredToProceed: Most of the second set of Robot Master stages require the use of the Rush Coil or Rush Jet to proceed. Notably, Dust Man's stage requires using Rush Coil over a long bed of spikes -- and using Rush Jet to fly over it isn't an option because defeating Dust Man is the only way to get it.
34* AllThereInTheManual: None of the storyline is explained in the game, which seamlessly hides the fact that the Western storyline is completely different (with Wily instead trying to harness the energy of Earth's core via his Wily Station, wih no mention of the supercomputer subplot).
35* AntiFrustrationFeatures: The Wily Station has a second checkpoint in the section right before the final boss, allowing the player to recharge the Screw Crusher if (for whatever reason) they run out of it during the second phase.
36* AstralFinale: {{Averted|Trope}}. This is the only game in the Game Boy series in which Mega Man doesn't go to space at any point.
37* BalanceBuff: Several of the more underwhelming weapons from ''Mega Man 3'' and ''4'' were given a power boost in this game to make them more worthwhile.
38** The Gemini Laser deals more damage, pierces through enemies, and moves faster.
39** The Search Snake isn't as notable, but it can harm certain types of enemies immune to Mega Man'a other weapons.
40** The Spark Shock lets you pause and switch weapons to take out a paralyzed enemy, making it infinitely more useful.
41** The Skull Barrier can take three hits from projectiles before dissipating.
42* BlackoutBasement: The Hologran enemies present in Shadow Man's stage and Wily Station cause the entire screen to go dark whenever they appear. This time, however, their black starfield effect ''also'' covers up the HUD.
43* ClippedWingAngel: The final form of the [[FinalBoss Wily Machine]] has only one easily-dodged attack that deals a pittance of damage, especially compared to the first form. It also remains stationary, again contrasting its first form. On the flip side, only one weapon can harm it and the challenge comes from trying to hit him with it, but even then a player's not likely to run out of ammo.
44* ContractualBossImmunity: Like Enker before him, Punk is only vulnerable to the Mega Buster; all other weapons are useless on him. This also applies to the Wily Machine, which is only damaged by charged Mega Buster shots in its first form, and the Screw Crusher in its second.
45* CrutchCharacter: The Shadow Blade is downgraded to this. It kills most enemies in the first four stages in 1-2 hits, but is far less effective on the enemies from ''VideoGame/MegaMan4''.
46* DeadlyDisc: Punk's Screw Crusher, which is thrown in an arc and has a high ammunition level. Considering it's the only weapon that can beat the FinalBoss's second form, you'll need it.
47* DemBones: Skull Man, his stage, and the Skeleton Joe enemies.
48* DramaticThunder: Present when Mega Man arrives outside the newest Wily Castle following the defeat of the first four Robot Masters.
49* EverythingMakesAMushroom: In the ending, Dr. Wily's smoking UFO drops into the sea with one of these, albeit shaped like a skull. Which then makes a SingleTear.
50* HardLevelsEasyBosses: Despite the game's notoriously difficult level designs, its Robot Master battles are actually pretty easy for the most part, thanks to the introduction of the Mega Buster's charge ability.
51* HomingProjectile: The Dive Missile returns from ''VideoGame/MegaMan4'', and is a little more useful thanks to the Game Boy's smaller screen size.
52* JungleJapes: Snake Man's stage is set against a jungle background, unlike his original NES stage. However, not much is done with it, outside of giving the original "the ground is made of giant robot snakes" motif a more natural setting.
53* KingMook: Although the regular kind are absent, Giant Suzy acts as a giant version of the Adhering Suzy (or Octopus Battery) enemy from [[VideoGame/MegaMan1 the first game]] (and ''Dr. Wily's Revenge'').
54* LongSongShortScene: Punk's {{leitmotif}} ends abruptly when Mega Man enters the room they fight in, before it can loop.
55* MarathonLevel:
56** Dust Man's stage is the longest of the Robot Master stages, with lots of tricky platforming and SpikesOfDoom.
57** The Wily Station stage is far and away the longest stage in the game, with no breaks to be found at all. Even worse is that another Giant Suzy (previously fought as a boss between each set of Robot Masters) has to be fought near the end.
58* NintendoHard: Oh yes. Though the ''Mega Man'' series is this in general, ''III'' is often considered to be the hardest game in the Game Boy series, if not the franchise itself. It's usually considered a toss-up between this game, which has extremely tough level design bordering on outright PlatformHell in the second half, and ''Dr. Wily's Revenge'', which is shorter and has slightly easier levels, but no Charge Shot, no energy tanks, very few item drops, and no Rush equivalent until you get to the first Wily stage.
59* OrbitingParticleShield: The Skull Barrier makes its return, but is significantly stronger than it was in ''VideoGame/MegaMan4'' as it now takes three hits from projectiles (not just one) before disappearing.
60* RearrangeTheSong: After the mixed (to say the least) reception of the previous game's almost entirely original soundtrack, this game went back to the ''Dr. Wily's Revenge'' approach and mostly used remixed music from the NES entries, with a few new original themes along the way.
61* RecurringBoss: Giant Suzy antagonizes Mega Man twice; first at the start of the Wily Castle (before encountering the second set of Robot Masters), and again near the end of the Wily Station.
62* StrictlyFormula: By now the Game Boy sub-series was settling into a pretty recognisable format (despite the lack of an AstralFinale that was present in the other games), though the following game would shake it up a little (and ''Mega Man V'' would shake it up a '''lot''').
63* SupervillainLair: The Wily Castle makes its return, though in a unique twist, the second set of Robot Master stages are all set ''inside'' the castle itself.
64* UniqueEnemy: In Wily Station, a Neo Metall from ''VideoGame/MegaMan2'' and an original Metall from ''[[VideoGame/MegaMan1 Mega Man]]'' appear. Those two are the only ones of their respective kind in the game.
65* VillainExitStageLeft: After his defeat, Dr. Wily escapes Mega Man via a conveniently-placed hatch in the floor. His UFO escapes the self-destructing Wily Station, only to drop into the sea [[EverythingMakesAMushroom with a skull-shaped mushroom cloud]].

Top