Video Game / Mega Man 3

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After the runaway success of Mega Man 2, 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.

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...

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 (in info only shown the audience) is Mega Man's long lost, aloof older brother. Also... 

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 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 least favorite Mega Man game, due to the 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 Mega Man and Mega Man 2, 3 would later receive a 16-bit upgrade as part of the Europe and Japan-only Mega Man: The Wily Wars/Rockman Megaworld cartridge for the Sega Genesis note . It would also receive a Japan-only 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 PS2, Nintendo GameCube and Xbox, and it is now available on Virtual Console and as part of Mega Man Legacy Collection.

Robot Masters:
  • DWN-017: Needle Man, weak to Gemini Laser, gives Needle Cannon
  • DWN-018: Magnet Man, weak to Shadow Blade/Spark Shock, gives Magnet Missile
  • DWN-019: Gemini Man, weak to Search Snake, gives Gemini Laser
  • DWN-020: Hard Man, weak to Hard Knuckle/Magnet Missile, gives Hard Knuckle
  • DWN-021: Top Man, weak to Hard Knuckle, gives Top Spin
  • DWN-022: Snake Man, weak to Search Snake/Needle Cannon, gives the Search Snake
  • DWN-023: Spark Man, weak to Spark Shock/Shadow Blade, gives the Spark Shock
  • DWN-024: Shadow Man, weak to Top Spin, gives the Shadow Blade


Tropes:

  • Actually a Doombot: The pilot of Wily Machine 3 is a fake Wily, the real one operating Gamma.
  • All There in the Manual: 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.
  • Checkpoint Starvation: 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.
  • Continuity Nod:
    • The eight Doc Robots download the attack patterns of the eight Robot Masters from Mega Man 2, and the ending scene displayng all of Dr. Light's Robot Masters shows the six bosses from the original game.
    • While probably a happy coincidence, this game's Wily Castle bosses and those from the first game's robot factory share a Yellow Devil, a Copy Robot, and a series of aquatic robots that increase in speed as each member is destroyed.
  • Crate Expectations: A form of this appears as canisters with a "?" on them. Shooting them gets you a random item, from a small energy refill to a 1-Up to an Energy Tank. They're exclusive to this game, however the mechanic was modified into Eddie in later games.
  • Disc One Final Boss: Wily Machine 3. As soon as it's destroyed and Dr. Wily starts begging for mercy, "his" head pops off, revealing that he's a robotic fake.
  • Doppelgänger Attack: Gemini Man's specialty, along with Frickin' Laser Beams. The Holograph Mega Mans [sic] in Wily Castle are also a variant.
  • Elemental Rock-Paper-Scissors: A staple of the series, but a truly bizarre variant of this appears; Snake Mannote , Gemini Mannote  and Needle Mannote  are weak to each others' weapons, creating two weakness loops as opposed to one.
  • Eternal Engine: Spark Man's stage.
  • Everything Is Better With Spinning: The Top Spin weapon. Subverted, as it's not very effective most of the time (unless you do know how to use it well), and requires Mercy Invincibility to work on bosses.
  • Fatal Flaw: All of the Robot Masters are weak to their own weapons.
  • Final Boss: Gamma.
  • Giant Mook: The Giant Metalls in the remastered Needle Man Stage.
  • Giant Space Flea from Nowhere: 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.
  • Gratuitous Ninja: Shadow Man
  • Hijacked by Ganon: 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 without the manual you have little to no indication that there's even a Red Herring in the first place. Subverted with the Japanese version of the game, where the subtitle outright spoils that Wily is the villain yet again.
  • Hollywood Magnetism: Magnet Man is able to pull Mega Man in towards himself whenever he activates his magnetic field. It'll pull Mega Man in at the same speed regardless of your location on the screen.
  • Homing Projectile: 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.
  • Humongous Mecha: Gamma, whose torso takes up an entire screen.
  • Internal Reveal: 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 materials have Mega Man unaware of their connection. Not that this stopped the Ruby-Spears cartoon, the English translation of Mega Man 7 and the Archie comic from having them both aware that they're brothers.
  • Just Think of the Potential: Why did they build Gamma? Dr. Wily wanted to Take Over the World, duh. But Dr. Light thought this would be a peacekeeping robot?
  • Lethal Joke Weapon: 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 One-Hit Kill 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 Final Boss, which it downs in one hit.
  • Long Song, Short Scene: 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, you're unlikely to pay attention to the main theme of this game when first playing it.
  • Losing Horns: Type C. The "Game Over!" theme is very jolly and seems to be so to rub your nose in your failure.
  • Magnetism Manipulation: Magnet Man's gimmick is magnetism; he can either fire homing Magnet Missiles or pulling Mega Man towards him with magnetic force. Mega Man & Bass 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.
  • Mercy Invincibility: As in all Mega Man games, but also the only way to use Top Spin on stronger enemies.
  • Multi-Mook Melee: The Kamegoro Maker invokes this.
  • Nerf: The Shadow Blade is a weakened version of the Metal Blade from 2. Despite its lower range and higher energy cost, it's still an incredibly useful weapon, which goes to show just how broken the Metal Blade was.
  • Not Completely Useless: The Top Spin. Widely considered to be one of the worst weapons in the entire series, it's the weak spot of one of the most difficult bosses (Shadow Man), and the final boss. Actually, it can be quite useful for players who actually take the time to learn how to use it.
  • Obvious Beta: 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).
  • One-Hit Kill: All it takes to defeat Gamma's second form is one Top Spin.
  • Power Copying: 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.
  • Puzzle Boss: The Holograph Mega Mans is composed of one Copy Robot and two holograms. Shots will go through the holograms and deal no damage, so you'd better find the Copy Robot before the trio switch places!
  • Recognizable by Sound: Dr. Light recognizes Proto Man's identity after hearing his whistle.
  • Recurring Boss: Break Man (a.k.a. Proto Man). The Yellow Devil and the Copy Robot return from the first game (the former as the Yellow Devil MK-II, the latter as part of the Holograph Mega Mans), and the eight Doc Robots use the patterns of the Mega Man 2 Robot Masters.
  • Reflecting Laser: 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.
  • Remixed Level: After beating all eight Robot Masters, you don't go directly to a fortress like in most games. Instead, Spark Man, Needle Man, Gemini Man, and Shadow Man's stages will open back up. They have drastically different layouts and each of them has two Doc Robot bosses, which mimic the Robot Masters from Mega Man 2.
  • Rocket Punch: The Hard Knuckle fires off the user's lower arm to deliver a powerful punch.
  • Sequel Hook: Though it seems Wily is crushed by the debris from his collapsing fortress, you can see his saucer floating away in the distance as Mega Man is gazing up at the sky during the ending.
  • Space Episode: Though it's not clear outside of Gemini Man's stage, all the Robot Masters have taken over mining stations on uncharted alien worlds.
    • A Dummied Out 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.
  • Spike Shooter: The Needle Cannon, which can be rapidly fired.
  • Spin Attack: The Top Spin makes Mega Man (and Top Man) spin while using it.
  • Spin to Deflect Stuff: Top Man does this when using the Top Spin. You, unfortunately, can't.
  • Spoiler Title: The subtitle of the Japanese version of the game, "The End of Dr. Wily?!", outright spoils the twist of Dr. Wily being the villain again, as well as his supposed "death" at the end of the game (unless you interpret it to mean Wily supposedly giving up his evil ways).
  • Static Stun Gun: The Spark Shock behaves like this when Mega Man uses it. It deals no direct damage (except to bosses), and instead incapacitates the enemy for a few seconds if it's vulnerable to it.
  • Suspicious Video Game Generosity: The second Wily Castle stage is fairly short, doesn't have many enemies, and comes with two Energy Tanks. Then it throws the Yellow Devil MK-II at you.
  • Suspiciously Similar Substitute: The Shadow Blade is basically a nerfed version of the Metal Blade.
  • Twist Ending: While a very, very well-known one nowadays, the end reveals that Proto Man is DLN-000, making him Mega Man's brother.
  • Updated Re-release: The Wily Wars remake, and to a lesser degree, the Complete Works PSX port and the Anniversary Collection GCN, PS2, and Xbox ports.
  • Upgrade vs. Prototype Fight: The game has Mega Man face off against his "older brother" Proto Man (a.k.a. Break Man) a few times.
  • Utility Weapon: The Hard Knuckle is the only weapon that can destroy hard walls in the Wily Castle.
  • Villains Want Mercy: Both the robotic Wily imposter and the real one in the ending.
  • Wall Crawl: The Search Snake can crawl both down and up walls.
  • Weaksauce Weakness: Shadow Man, one of the toughest Robot Masters in the game, is weak to the Top Spin (which requires close contact, no less). Same goes for Gamma once Wily takes control.
  • Wham Shot: During the ending.
    No. 000 Proto Man
    New robot prototype, brother of Mega Man.

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