The third of the five 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 Mega Man II
. It helped that Mega Man: Dr Wily's Revenge
developer Minakuchi Engineering was reinstated as the Game Boy series' developer for this and the subsequent two outings.
Dr. Wily's latest scheme has seen him convert an abandoned oil rig into his latest Skull Castle, and he intends to use the drilling equipment to harness the energy of the Earth's core. Mega Man is Genre Savvy
enough to know that Dr. Wily likely hasn't taken up an interest in environmentally friendly energy, and 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.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 Mega Man 4
, meaning that the Charge Shot is added to Mega Man's repertoire for this outing.
Robot Masters from Mega Man 3
Robot Masters from Mega Man 4
The remaining Robot Masters from 4
NES were held over until the following Game Boy outing.
New for this game:
- All There in the Manual: None of the storyline is really explained in the game, with Wily's base being at sea the only thing to suggest his particular scheme this time around.
- Difficulty Spike: The levels for the Mega Man 4 Robot Masters are somewhat harder than those of their Mega Man 3 counterparts, and your weapons aren't recharged between the levels. The latter of which was also true for the previous game, but less of a problem due to the game's overall easier difficulty.
- Rearrange the Song: 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 reused music from the NES entries, with a few new original themes along the way.
- Sequel Difficulty Spike: Granted, anything would have been harder than the previous game, but it's still very difficult all the same. The level designs are as hard as (if not a little harder than) those of Dr. Wily's Revenge, but the addition of Rush, the slide move, energy tanks and the Charge Shot make the game overall somewhat easier than the first Game Boy entry.
- Sequel Escalation: Actually a little less than in the previous game, but there is a proper boss select screen for the Mega Man 4 Robot Masters, instead of the teleporting hatches in the previous game. This, incidentally, makes Mega Man III the only one of the Game Boy entries not to have a teleporter room.
- Strictly Formula: By now the Game Boy sub-series was settling into a pretty recognisable format, though the following game would shake it up a little (and Mega Man V would shake it up a lot).