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* GameMod: Of particular note is ''[[https://www.romhacking.net/hacks/4773/ Mega Man 3 Revamped]]'', which fixes nearly all of the issues plaguing the official release, such as rebalancing stages and boss fights, fixing most of the bugs, and actually adding an intro cutscene, making the game feel much less like an ObviousBeta and more like how it was likely intended to be all along.


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** The game is plagued with SchizophrenicDifficulty. In particular, the Doc Robot stages are considered to be the hardest in the game, whereas the Wily Castle stages that immediately follow are actually among the ''easiest'' thanks to an overabundance of extra lives and E-Tanks.


** Doc Robot has not been properly balanced. Three of his boss fights give him attacks that hack ''eight'' HP off Mega Man's total of 28, and his body is much larger than any of ''VideoGame/MegaMan2'', so he's really hard to dodge.

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** Doc Robot has not been properly balanced. Three of his boss fights give him attacks that hack ''eight'' HP off Mega Man's total of 28, and his body is much larger than any of ''VideoGame/MegaMan2'', so he's really hard to dodge. This is especially noticeable in his version of the Wood Man fight, where the Leaf Shield has been scaled up to match his size. This makes it virtually impossible to avoid without absolute pixel-perfect timing, since the projectile is barely smaller than your jump height.

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** The game lacks any kind of introduction, even though the [[VideoGame/MegaMan2 previous game]] has one. Despite this, the title screen features a fairly long music track, suggesting it was supposed to be played over a cutscene.


* GratuitousNinja: Shadow Man.

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* %%* GratuitousNinja: Shadow Man.Man.
* HardModeFiller: After the first eight levels are cleared, the player must re-visit Spark Man, Needle Man, Gemini Man and Shadow Man's stages to destroy the Doc Robots, bosses whose attack patterns are copied from the previous game's Robot Masters. Though the stage hazards and enemies remain largely unchanged, their placement is more devious and requires tighter platforming and clever use of Rush to be overcome.


* EternalEngine: Spark Man's stage.
* FinalBoss: Gamma.

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* %%* EternalEngine: Spark Man's stage.
* %%* FinalBoss: Gamma.


* DoppelgangerAttack: Gemini Man's specialty, along with FrickinLaserBeams. The Holograph Mega Mans [''sic''] in Wily Castle are also a variant.

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* DoppelgangerAttack: Gemini Man's specialty, along with FrickinLaserBeams.[[EnergyWeapon Frickin' Laser Beams]]. The Holograph Mega Mans [''sic''] in Wily Castle are also a variant.

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** Magnet Man is weak to both the Shadow Blade and the Spark Shock. What's interesting is that Spark Man, who gives the Spark Shock, is also weak to the Shadow Blade.


* WeaponOfPeace: Gamma was built to be a "peacekeeping robot." How a four-story tall robot is supposed to "keep peace" is not explained.

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* WeaponOfPeace: Gamma was built to be a "peacekeeping robot." How a four-story tall robot is supposed to "keep peace" is not explained.explained in-game, but the [[ComicBook/MegaMan comic adaptation]] explains it was designed to resist major natural disasters (such as earthquakes, tsunamis and hurricanes) so it can lead rescue and supply/relief efforts.


* EverythingIsBetterWithSpinning: The Top Spin weapon. However, it's [[JokeWeapon not very effective most of the time]] ([[LethalJokeWeapon unless you do know how to use it well]]), and may require MercyInvincibility to work on bosses.


* WhatCouldHaveBeen: The original plan for the game was for the Break Man fights to have a logical progression, with story moments before and after each fight. Unfortunately, the rushed development and the implementation of stage select (which prevented the development team from being able to easily say that, for example, the encounter on Gemini Man's stage would happen first to set everything up) made it impossible to add. Instead, the Break Man battles are just seemingly random attacks from a red robot, and the encounter on Gemini Man's stage is just confusing.

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* WhatCouldHaveBeen: The original plan for the game was for the Break Man fights to have a logical progression, with story moments before and after each fight. Unfortunately, the rushed development and the implementation of stage select (which prevented the development team from being able to easily say that, for example, the encounter on Gemini Man's stage would happen first to set everything up) made it impossible to add. Instead, the Break Man battles are just seemingly random attacks from a red robot, and the encounter on Gemini Man's stage is just confusing.


* LethalJokeWeapon: 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 OneHitKill 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 FinalBoss, which it downs in ''one hit.''

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* LethalJokeWeapon: 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 OneHitKill 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 FinalBoss, which it downs in ''one hit.''''[[note]]Top Spin is dangerous to use because the "field" it generates around Mega Man to inflict damage is extremely small, barely larger than his hitbox (and see HitboxDissonance for why that's a problem already). However, Top Spin has two incredible advantages. First, it does not cause MercyInvincibility on enemies, so as long as you're Top Spinning, you're doing damage. Second, ''as long as you're Top Spinning and in contact with enemies, you're doing damage''. This advantage is so incredibly overpowered that the final boss doesn't actually go down in one hit, but in fact takes ''14 hits'' in less than half a second, killing it essentially instantly. According to Keiji Inafune, it was actually supposed to work somewhat less suicidally (the best and really only way to use Top Spin is to launch yourself into enemies while still having to deal with CollisionDamage), but the rushed production schedule forced the implementation that is in the game[[/note]].


* InternalReveal: 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 [[AllThereInTheManual materials]] have Mega Man unaware of their connection. Not that this stopped the [[WesternAnimation/MegaMan Ruby-Spears cartoon]], the English translation of ''VideoGame/MegaMan7'', and the [[ComicBook/MegaMan Archie comic]] from having them both be aware that they're brothers.

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* InternalReveal: 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 [[AllThereInTheManual materials]] have Mega Man unaware of their connection. Not that this stopped the [[WesternAnimation/MegaMan Ruby-Spears cartoon]], the English translation of ''VideoGame/MegaMan7'', and the [[ComicBook/MegaMan Archie comic]] from having them both be aware that they're brothers.brothers[[note]]It's implied that Light eventually told Mega Man of their connection, hence the mournful ending while Mega Man contemplates the implications of having a brother, but it never actually happens on-screen[[/note]].


* GiantSpaceFleaFromNowhere: The Doc 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.

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* GiantSpaceFleaFromNowhere: The Doc 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.else[[note]]The assumption can be made that Wily unleashed them after Mega Man grabbed the last of the power crystals, to delay Mega Man while Light and Wily finished Gamma, and Wily launched his plan to steal Gamma. That being said, there's no official word in regards to their existence, or why Wily felt the need to create the Doc Robots when he has previously shown that he can rebuild Robot Masters (aka the BossRush at the end of every Mega Man game)[[/note]].


The story is centered some time after ''VideoGame/MegaMan2''; Dr. Wily seemingly manages to reform after his previous two defeats, and is now working alongside Dr. Light to build a peacekeeping robot called Gamma. However, the Robot Masters they developed together go berserk and start wreaking havoc, stealing the Energy Elements they were in charge of mining on eight uncharted plants. 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...

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The story is centered some time after ''VideoGame/MegaMan2''; Dr. Wily seemingly manages to reform after his previous two defeats, and is now working alongside Dr. Light to build a peacekeeping robot called Gamma. However, the Robot Masters they developed together go berserk and start wreaking havoc, stealing the Energy Elements they were in charge of mining on eight uncharted plants.planets. 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...

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