YMMV / Mega Man 3

  • Accidental Innuendo: Poor, poor Hard Man.
  • Anticlimax Boss: All the bosses in the Wily Castle, but Gamma's second phase stands out in that it can be destroyed easily with just a single Top Spin, even though it's the final boss.
  • Awesome Music: The title screen theme and the ending/Proto Man's theme are especially popular.
  • Big Lipped Alligator Moment: The Doc Robot stages become this since the Doc Robots themselves are random and unforeshadowed, make you essentially refight the Mega Man 2 Robot Masters, and are never mentioned ever again afterwards. One could cut them out and skip to the final Break Man fight and nothing would be affected.
  • Disappointing Last Level: This game's Wily Castle is one big anticlimax, considering its stages are arguably much easier than the Doc Robot levels preceding it. It is very dry of enemies and dangerous platforming and has a series of anti-climax bosses, not to mention it's littered with E-Tanks and extra lives.
  • Ensemble Darkhorse:
    • Proto Man, one of the most popular characters in the series, debuted in this game.
    • Shadow Man is well liked due to having a cool design and a useful weapon.
  • Fanon: Some hardcore fans like to assume that Dr. Wily actually died in the collapse of Wily Castle, considering 3 the final "true" game of the Mega Man Classic series, and ignoring everything from Mega Man 4 and beyond.
  • Game Breaker:
    • The Rush Jet is ludicrously useful in this game, making a platform that can move in any direction and only uses energy when Mega Man's feet are touching it. With a trick, you can get it as early as the second stage. It gets severely nerfed in subsequent games.
      • It does become somewhat of a necessity, however, as the energy pellets collected to fuel the jet across wide gaps (such as in Needle Man Revisited) are not restored if you lose a life.
    • There's also another glitch with Rush that transforms any Mega Buster shot from Mega Man into whatever he switches into. Normally, the player cannot switch weapons when one of Mega Man's shots are on screen; having Rush onscreen, however, allows players to bypass this restriction, allowing them to perform seeming impossible things such as hitting a boss with the Top Spin from afar.
  • Good Bad Bugs:
    • If one has the Shadow Blade, one can press right to switch over to the Rush Jet (even if they don't have it yet), fill it with energy, and be able to use it before beating Needle Man. You can also use this trick with the Spark Shock to get the Rush Marine early.
    • In the Japanese version, the fight against the Flash Man Doc Robot is made easier as it cancels the Time Stopper as soon as it fires just one shot, sparing you the continuous stream it's supposed to fire. Sadly, this was changed in the Western release.
  • Hilarious in Hindsight: Years after this game, Mega Man would go on to fight Greninja in the fourth Super Smash Bros. game, who is essentially a frog version of Shadow Man (who himself fights with a frog).
  • Most Annoying Sound: Mega Man 3 started using new sound fonts compared to MM 1 and 2, and they continued using the new sounds for the rest of the NES games.
    • Mega Man's shot is now harsher and screechier.
    • The sound of a health bar filling up is louder than in the first two games, making it more irritating to hear this time around, especially at the beginning of a boss fight.
    • The high-pitched clang the Bolton and Nutton make when they connect.
  • It Was His Sled: The reveal that Proto Man is Mega Man's older brother. Also, Wily's not reformed at all.
  • Scrappy Mechanic: While not that bad of a weapon overall, there can only be one shot from the Gemini Laser on-screen at any one time. If it misses, you can't fire another shot or even pause the game until the shot either leaves the screen, runs out of energy or hits an enemy, which is doubly problematic if you're fighting a boss and low on energy, since it'll temporarily prevent you from using any energy tanks that you have.
  • Scrappy Weapon: While the Top Spin can be used properly in boss weapon-only runs, the Spark Shock is a really useless. Unlike the Ice Slasher, you can't switch to another weapon to lay on the hurt on the paralyzed enemy, or freeze another enemy while the current shot's sparks are onscreen.
  • That One Boss:
    • Needle Man erratically jumps around, spamming the Needle Cannon whenever he feels like. Sometimes he'll ignore physics, land in front of you and try to impale you with his needle head. Twitch reflexes are your only hope. And unlike most other Confusion Fu bosses in the series, he's actually pretty durable, taking only one point of damage from most things that aren't the Gemini Laser.
    • Shadow Man is a Bullfight Boss. On every third jump he will either fire the Shadow Blade (slide under this) or he will immediately slide towards you and then cancel it into a jump when he's right in front of you (properly jump your jump over him). Basically you can beat him as long as you back away and give yourself enough time to twitch away when he does something, and control your distance. It doesn't help that Shadow Man's weakness is the Top Spin: you have to be CLOSE to hit him.
      • It also doesn't help that he's really, really fast. Trying to fight with the Mega Buster alone is asking for trouble.
    • A few of the Doc Robot K-176 battles. Namely, the one in which he mimics Quick Man; while Quick Man was a Fragile Speedster in Mega Man 2, the Doc Robot using his program data is a Lightning Bruiser, able to not only deal a lot of Collision Damage, but his larger size makes him much harder to avoid. This is also an issue with the Doc Robot mimicking Flash Man; due to the fact that you fight him on stairs, he's very difficult to jump over as a result.
      • There's also the larger, harder-hitting Wood Man Doc Robot (whose size also makes his Leaf Shield bigger), and the Air Man one which throws tornadoes in undodgeable patterns on occasion (that said, the slide still makes him much easier than he was in Mega Man 2).
      • Additionally, although each Doc Robot has two weaknesses, each attack can only do three points of damage (in a game where most main weaknesses do at least four). So not only are they harder to beat than they were in their original game, you also have to survive for longer.
  • That One Level: Pretty much all the Doc Robot stages. Being little more than "hard mode" retreads of older levels (that are harder than the Wily Castle stages), having to fight two bosses (at least one of which acts as That One Boss) per stage, suffering from Checkpoint Starvation, ultimately gaining no reward like extra weapons and being insignificant in the overall plot, it's no wonder that players usually use passwords to skip them entirely. Needle Man's stage is probably the worst of them, though, thanks to a very long Bottomless Pit that can only be crossed with the Rush Jet, so pray you don't run out lest you take up the life of a farmer.

http://tvtropes.org/pmwiki/pmwiki.php/YMMV/MegaMan3