Reviews from

in the past


i'll make a proper review later but i'm playing through this right now and the moment i saw the fucking air man rematch show up i almost fucking let out a primal roar of rage i HATE AIR MAN SO MUCH

Alright, so starting off with general gameplay changes; pretty much just an improvement on all fronts? The added now-iconic slide changes SO MUCH you can do with the game and makes everything so much unbelievably smoother than Megaman 2 (an already incredibly smooth game to play).

So, I'll be doing the same thing I did in my Megaman 2 Review and go through my experiences stage by stage.
Magnet Man Stage: Not a terrible start, and normally I don't mind the kaizo blocks popping on and out but having to deal with the magnetizing block was actually just kind of awful. As for Magnet Man himself, pretty fun fight; I do think his magnetizing attack lasts a tad too long sometimes, but it adds tension so it's whatevz.
Hard Man Stage: Not too memorable but I do like how some enemies are designed around the slide mechanic, like the Hammer Joes and the monkey enemies that jump around like they're on cocaine. Hard Man himself wasn't a bad fight either.
Top Man Stage: I dunno how this stage relates to Top Man besides the final section before the final boss. Still, pretty fun design and the cat bosses were cute. Top Man himself was kind of a pushover though.
Shadow Man Stage: Now THIS was a fun stage, I love how they play around with the enemies that take away the visibility and the long platforming sections; it's a ton of fun honestly. As for Shadow Man himself, he's fine. I think Top Spin kind of forces you to just get in his face so there's almost no point in learning his attack patterns.

Oh yeah, and I should probably mention Proto Man. Pretty fun fight as long as the ground is either completely flat or shaped like a... |---| stage. I don't know how to describe it. Again, completely love how you're supposed to slide under him when he jumps. The slide is so fucking cool.

Spark Man Stage: Not a terribly memorable stage, but I did like the weird stage hazards on the ceiling and floor that shock you and the conveyor belt platforms.
Snake Man Stage: Awesome stage theme, awesome stage visuals until you go outside for some reason? Not much else to say as at this point. Snake Man himself is decent enough as a boss.
Gemini Man Stage: Super strange visuals but I dig them, I like digging through the bubbles and sliding past. As for Gemini Man, I'm not sure his fight was very fun but at least he went down semi-easy.
Needle Man Stage: Not very memorable sadly. Needle Man is at least fun to fight though.

The Doc Robot fights are pretty similar to how I felt about the original bosses in Megaman 2 with a couple of exceptions.
Heat Doc Robot: Actually much more of a pain. I dunno why he's a lot harder here than in Megaman 2. I think he doesn't do his heat dash very often which is why?
Flash Doc Robot: The arena is AWFUL and I really don't know how you're meant to avoid not running into him. I had to use like 2 E Tanks on this guy alone.
And of course, Air Man came back to haunt me. I HATE AIRMAN SO MUCH

The Proto Man final fight was really cool, if short. I wish he got a healthbar though.

Well, that's that. Onto the Wily Stages.
Stage 1: The stage itself isn't too memorable, but the turtle boss is actually really fun. I was surprised by how I was enjoying myself after slogging through the Doc Robot fights.
Stage 2: Again, not much to say on this one. It's a short ride with Rush Jet. That said, you do get to fight Yellow Devil! I kind of gave up on Megaman 1, so it was nice that I still get to fight him, even if it's not the iconic fight where you have to memorize his pattern.
Stage 3: The darkness enemy comes back! Very fun. I was surprised at how fluid the platforms moved in the final section, definitely a memorable stage just for that alone. At first I was dreading the fight, but then I vaguely remembered something about how the Copy Robot didn't have any I-Frames and that you could supposedly make your Buster Shots do Top Spin damage if you're using Rush Coil swap in the middle of shooting. To my surprise, I actually pulled it off first try and the boss exploded in like 3 seconds. I don't feel bad about it because it seemed like an awful fight anyway.
Stage 4: Boss rematches, good ol' Megaman.
Stage 5: Wily Machine No. 3... is really mediocre?? I spent a good 5 minutes trying to figure out what the hell I was supposed to do until I tried Hard Knuckle and then it became just a really tedious waiting game.
Stage 6: I simply Rush Jet to the top right, popped a couple Hard Knuckles, finished the boss with Top Spin. I'm not sure what the boss is supposed to do, but I'm sure it's a fun boss if you do it legit.

Colorblindness Rating: A-
Again, you can confuse some abilities by the color of the armor if you forget the acronyms, but thankfully you have weapon icons that give you a pretty good indicator as to what they do.
This is a ginormous nitpick honestly, but I think it's still important to think about these things.

>Play the game normally, beating the 8 Robot Masters like you normally would
>Get to the Doc Robot stages
>Reset the game
>Input this password

That's how this game was intended to be played.




(Proper reviews of this alongside the rest of the Classic series will come some day, still currently playing through each of them when I'm typing this).

*My two runs of Mega Man 3 was through the Legacy Collection.

Mega Man 3 is yet a solid game. Mega Man still controls the same as in MM2, though he gains the slide abilities which help add layers of different challenges for the stages and enemy patterns. The visuals are becoming much more colorful with a solid cast of Robot Masters and stages to go through. The only flaws with the game are the weapons were pretty underwhelming, the really bad padding in the form of the Doc Robots, and the Wily Castle stages weren't that memorable. Still a solid Mega Man through. 4/5.

Great game, There are Only Two Things I Don't like About This Game.

1- We use Marine rush Very little, it Would be Nice to Have More Levels to use it.
2 - The doc Robots some of Them are Very Unfair (Skill issue) and Sometimes the Battle Room Doesn't help.

Those Things Aside, The Game is Pretty Fun to Play!


a serie de jogos "mega homem" vem melhorando

esperando a sequencia espiritual redpill brasileira:
"Homem Sigma" junto com os spin-offs "Macho Alfa"
esses vão ser bons, mal posso esperar para me tornar um homem de verdade

The third entry is a series of improvements and a few steps backward. While the innovations the game brings do wholeheartedly make the series better, at some point there is some head-scratching game design that felt like a regression to the formula they have established.

To go over the improvements, the simple addition of a slide mechanic feels great to control and makes traversing each level feel more dynamic. I felt I had more options when dealing with enemies making running past them a viable option that doesn't result in me getting hurt. For the first half of the game, I'd say the levels have been some of my favorite of the game so far. The same goes for the robot masters where each fight felt very hectic but had a somewhat clear pattern. I wish some of these fights were not just trivialized by other weapons and were manageable with the mega-buster. Gemi-Man is a great example of a fight I like where figuring out the rhythm of the attack patterns is very satisfying but is harmed by the fact you can destroy him with a specific weapon. The final addition I enjoyed was transforming the special weapons into the adorable robot-dog companion Rush. He still pretty much serves the same purpose as the special weapons but I'd rather look at a cute dog than a random gadget.

Onto the missteps, I said I only enjoyed half of these levels because the other half felt like a test of patience with trial and error being the main method to get through them. I did not mind the added difficulty of the revisited stages, outside of instant death spikes, but the Doc-Robot fights were not that fun. The idea is interesting with you revisiting Mega Man 2 fights but with little knowledge as to what type of boss was coming and what their weakness is I ended up dying a lot in these sections. Finally the reliance on using Rush in the Wily stages is not necessarily a bad thing but similarly to parts of the last game as soon as you run out of energy for Rush you might as well get a game over.

I still enjoyed my time with this entry and was overall less frustrated with this entry when compared to the first one. Experimentation did lead the series off better in the long run but I was a little sad to see them slightly miss the mark.

I really didn't know how to compare Mega Man 3 to its predecessors. Ultimately, it ended up feeling like a game that despite striving to be better than Mega Man 2, feels like it falls short of its ideas it tries to execute. That said, whats here is still just as good as Mega Man 2, if not better depending on who you ask.

Where this game hits is nailing all the things that would become the fundmentals of a Mega Man game, the tightest control scheme yet: the addition of the slide, and introducing Mega Man's robot pet companion, Rush in place of the items from the past games, with some of the most fun level design and bosses yet. Performance issues and late game...bloat? I guess is what holds this game back for me, but all the same, another classic for Megs here in his third installment.

50% improvement, 50% downgrade

How did they take such a sharp turn downwards after 2, this fucking sucks. It takes all the parts from 2 and does it worse, goes on too fucking long, has shitty level design, and too many fucking fights that are garbage. Fuck this game, not as bad as Megaman 1, but I hate it still. Fat fucking middle finger to this game.

a big step up from MegaMan 2 imo though it still has some flaws

probably a skill issue for me but this felt WAY harder than the previous, probably because of the million dr wily battles

for a released beta, it’s a pretty cool one. it just… really needed more time.

A step down from Mega Man 2 in my opinion. The improved controls and the addition of sliding weren't enough to make up for the flaws of this game. The stages were frustating, some of them were actually Mega Man 1-tier annoying.
Furthermore, the new powers are a lot worse than the Mega Man 2 powers. Both in terms of effectiveness and in terms of how good they felt to use.
The Proto Man fights were pretty lame as well and holy shit the amount of lag in this game. Hard Man's and Gemini Man's stages might also be two of the worst stages I have encountered in a Mega Man game. I also did not enjoy the Doc Robot section which basically boiled down to replaying four stages just to defeat a recycled Mega Man 2 boss. After that point with Doc Robot we get the Wily stages and these stages were a lot better than the ones before in my opinion. Some decent bosses too, except for that motherfucker Yellow Devil. Not sure why they've brought the worst Mega Man 1 boss back for a sequel. Well now that I think about it they do recycle a lot of content in these games...
Even though I didn't enjoy the fights with Proto Man, I did enjoy seeing his first appearance in the series. His tune is pretty good too. The whole soundtrack is pretty good actually. Also, I loved Rush. Such a good boy. Rush Jet is sooo good in this game that they (sadly) nerfed it later.

Is it weird to say this is my favorite classic Megaman game?

I know it is notorious for being a messy rushed title hold together by a couple of coding strings and a bit of luck.... but I dunno I preferred it a lot more than the other classics.

It legit has some of the best OST, with themes of Blues, Snake Man, Spark Man, Hard Man, Top Man.....seriously I do love this soundtrack even more than most of the tracks from Megaman 2.

The leveles are cool and even if janky really fun to traverse.
The addition to the slide give so much more to megaman's movement.
And Rush is a such better companion than ITEM-1 and ITEM-2 from MM2.

The Wily fights can be annoying, especially with the subbosses, and Proto man boss fights can be either frutrating or just boring, with nothing in between... but I dunno I still find the experience really enduring.

I also love how it feels like an "endgame" for the trilogy: it brings back the bosses from 2, even if just as data, and it has a ending that showcases everyone, not just megaman and his siblings, but also every other robot master, with a music that is able to sound emotional even with the soundfont of the NES....

I get why people don't like it as the others, but I feel this is my fave.

Esse jogo tem de tudo que eu poderia querer em Mega Man clássico, ele é épico, adiciona mais recursos e fases, revisita elementos dos primeiros jogos e da um baita desfecho pra trilogia, que evidencia muito bem a temática da franquia. Porém, algo nele sempre me deixa indiferente. Talvez com a adição de slide tentaram torna-lo o mais aproveitável possível e ficou só com um skill gap nojentinho, com intervalos bem curtos pra você usar ele. Os inimigos comuns de fase também são umas esponjas de dano desgramadas, o que atrapalha até coisas legais como os mini bosses no meio das fases que tudo mais enrolado. Sem falar no slow down gritante que me tirava bastante da gameplay no início também. Sei lá, ele é só meio punitivo e truncado além do ponto, muito difícil de se evitar dano quando se está começando a jogar. Nem teria zerado ele se não tivesse me motivado com a live do Victor Kratos zerando isso aqui sem morrer. Triste não ter sido uma experiência genuinamente ideal de Mega Man mesmo com seus ótimos bosses, músicas, poderes e tudo mais

Algum dia quero ficar bom nesse jogo

The Mega Man 2 boss rush stages are padding but other than that the game is fine

The best in the OG series, plus it introduces the best boy, Rush.
Just an absolute blast to play.
Some truly inspired choices were made in its level design.

While the doc robot stages hold it back a bit, the wily castles stages are absolutely fantastic, definitely my favorites in the series.

Angel_Arle Rockman reviews
Part 1: Rockman for Famicom
Part 2: Rockman 2: Dr. Wily no Nazo for Famicom
Part 4: Rockman World for GB
Part 5: Rockman 4: Aratanaru Yabou!! for Famicom
Part 6: Rockman World 2 for GB
Part 7: Rockman 5: Blues no Wana!? for Famicom
Part 8: Rockman World 3 for GB
Part 9: Wily & Right no RockBoard: That's Paradise for Famicom
Part 10: Rockman World 4 for GB
Part 11: Rockman 6: Shijō Saidai no Tatakai!! for Famicom
Part 12: Rockman's Soccer for Super Famicom
Part 13: Rockman World 5 for GB

Huh, it’s been a while hasn’t it? Sorry about that, originally I wasn't gonna continue these reviews but ever since doing the Blaster Master games, I’ve been enjoying writing again so I’m back here again. Now we have Rockman 3: Dr. Wily no Saigo!? (translated as Rockman 3: The End of Dr. Wily!?). This one is notable for having a rough development cycle as the game wasn’t even fully complete when released. Despite that, I know a lot of people really like this one, saying it’s up there with 2. I did like 2 more when I did that review so let’s see if that holds true for Rockman 3.

Rockman 3 follows a similar follow to the previous game where you fight 8 robot masters in any order you choose. For the opponents you gotta face this time around you’ll have Spark Man, Snake Man, Needle Man, Hard Man, Top Man, Gemini Man, Magnet Man, and Shadow Man. These guys were built together by Right and Wily. All of them were in charge of mining until they went haywire! They hold energy that is needed to help make a robot named Gamma to protect the peace of humanity. Rockman is then up and ready to face them and save the human race one more. Rockman also has a new robot dog named Rush and he will be helping you out. A new guy has also joined the fray but his identity is currently unknown!

Even with this being the third time around, the developers are still finding new improvements to the controls. You now can finally climb ladders fast which is a blessing! Though we now have the introduction of a new move called the slide. If you hold down and press jump then Rockman can use a swift slide useful for dodging or going through 1 block tall pathways. Never really checked to see what people think of this move but I love the slide. It gives you a great mobility tool and while sliding into areas isn’t the most creatively done in this game, it’s still fun to use in many areas. You can also cancel this move out with various methods which is also nice. Just keep in mind you can’t shoot during a slide.

I hate to say it but the stage design in this one is a little iffy for me. There are some cool levels here like Magnet Man having magnet themed enemies and even magnet hazards combined with those evil appearing blocks. I love the snake theme of Snake Man’s stage though the level later becomes this sky level in the last quarter of it. Don’t get me wrong, there are fun levels but some of them just don’t feel made with the boss in mind. Why does Hard Man have a generic rocky level with enemies like bees and monkeys? Why does Top Man’s stage just look so generic and boring? Why is there even a cat mini boss!? There’s also Gemini Man’s stage that while has cool ideas, goes on too long for me personally. It’s such a weird thought to have about this section, my mind makes me think 2 did some of this better, I think it really shows how good Capcom can be where the gameplay can be enjoyable even if the levels aren’t perfect. They are also a lot easier but they do feel more balanced compared to 2 so I will give the game that. If you want to know the order I did it was: Magnet -> Hard -> Snake -> Top -> Shadow -> Gemini -> Needle -> Spark. It helps you now can hold up to 9 E-tanks and there’s even these ?-tanks that can give a random pickup goody for your excited self. Overall it’s not bad but there could be improvements.

Once again it’s time to tell you how the robot masters fight. Spark Man likes to hop around and shoot many small sparks along with a giant one aimed straight at you so don’t get too close all the time. Snake Man is pretty easy as he moves left and right occasionally shooting small snakes. Just be careful not to take contact damage from him, he hurts like hell! Needle Man has always been tricky for me. He likes to shoot needles in the air and extend his spiky head at you for good damage, you’re gonna have to be fast with your reactions on this one. Hard Man uses his hard knuckles to track you and then body slam on you. It’s so strong it stuns you no matter what but he sadly can’t capitalize on the situation, what an idiot. Top Man is really easy. He throws tops, slide out of the way. He spins and it’s basically that Heat Man dash all over again. Rinse and repeat! Gemini Man splits himself into two giving him speed and coverage but sadly they only have half a health bar each meaning he’s a lot easier when alone. Magnet Man uses magnets to home in on you and also uses his magnetic pull to pull you in and do massive contact damage. Finally we got Shadow Man who likes to throw shadow blades and he’s got a lot of agility. Once you get his jump and slide patterns down, you should be able to stand a chance. Overall they’re mostly good fights though they do this weird thing where there’s two different weakness chains. Thankfully it was never brought back because I was never too big of a fan of it.

Now for the obligatory special weapon discussion! Spark Shot from Spark Man is horrible! In fact it’s somehow worse than Bubble Lead, how do you even do that? It’s like Ice Slasher if it was terrible. You can’t pause to use another weapon when an enemy is stunned and you can’t even walk past them. Just never use this outside of boss weaknesses. Search Snake from Snake Man is a good weapon that covers the ground pretty well with 3 out at max and with good speed. I also like how they hop out of your cannon making it good for enemies just right above you like the Mechakkeros. Needle Cannon from Needle Man is useless...if you have a turbo fire controller. The weapon is literally just a turbo fire plasma cannon. No enemy is weak to the move so only use it if you have nothing better to use. Hard Knuckle from Hard Man is a good power weapon. It’s like if Clash Bomb had amazing power. Great for enemies like Hammer Joes or the mini bosses. It can also break down barriers but sadly they are barely used in the game. Top spin from Top Man is really bad. Guys I tried to find uses for it but the only enemies I can kill well with it are the Penpens and the Returning Monking. This move would be great if it could hit most flying enemies but it just ends up getting you hurt, it’s obnoxious. What’s worse is the move is buggy because if you hit an enemy with it when they’re invulnerable to it or have i-frames, it loses a unit every frame. Gemini Laser from Gemini Man is bad too unfortunately. It’s just not a weapon I really ever feel like using. I can only think of two enemies I use it on, which are Giant Springer and Hari Harry. It can bounce off walls and even split apart but the fact you can’t pause or shoot more than one makes you a sitting duck. The ammo count on it isn’t all that great either. Magnet Missile from Magnet Man is alright. It homes in on enemies when it meets vertically. It sounds great but I never feel like it’s what I really need in most sections. Maybe I’m underrating its value? I’m also not a fan of its ammo count either. Shadow Blade from Shadow Man is really good even if it’s basically a nerfed Metal Blade. Its directions to be thrown in are limited and it now comes back to you instead of flying all the way. It’s still very strong and versatile so don’t wait to get it too late in your playthrough. While the weapon balancing still isn’t that good, I think it’s still better than 2 just because of lack of an overpowered weapon.

I also now wanna bring attention to our new companion Rush. You get him as you begin the game with his one ability the Rush Coil. Just jump on his back spring and you’ll soar high! It’s good for reaching areas you can’t normally reach or for escaping or even defeating enemies. If you beat Shadow Man, you get Rush Marine. It lets you drive around in water and also shoot. Sadly it barely gets much use so don’t feel too bad if you get this late in your playthrough. Lastly there is Rush Jet which you get by defeating Needle Man. It lets you fly anywhere you want. It is busted like really busted. It not only loses energy only when you’re standing on it meaning jumping a lot makes it barely lose anything but it also follows you anywhere as long as a wall isn’t in the way. It’s so good that you may want to finish Needle Man if you want it early. Though just because I’m nice, I’ll give you a glitch tip! Beat Shadow Man, find a weapon refill item, go to the pause menu and hover Shadow Blade and then press right. If you did it right you’ll be able to select Rush Jet despite not unlocking it yet though it will start at 0 energy so that’s why you wanna refill it. Once you’ve used it on the stage then you have it forever.

Alright so we have now done everything. Let's go home and watch Soccer with Roll-wait. Why are there now 4 stages open with the same picture? Ladies and gentlemen, welcome to the Skull Robot section. You now must repeat 4 previous stages that are now harder along with fighting the Skull Robot. There’s 8 of them and they have the attacks of the robot masters from Rockman 2. The one upside is they’re all weak to two of your weapons so keep that in mind. I’ll be honest, I used to hate these so much. I would even skip them with a password but after playing them for the review, they aren’t as bad as I used to think. I do think the way they executed it though could be better. Hmm something is off though, skull robots? The robot masters that Wily built. Guess we’ll have to think about it later.

Well anyway you got those done, time for the Socc-Ok what now?! Oh it’s some guy named Break Man. Ohhh right I forgot about this. So earlier in the game you can fight this red robot in three different stages. He’s pretty easy as he just jumps and shoots back and forth. If you get far away from him then he will just stop jumping and shooting. He’s also weak to 5 of the special weapons though you won’t need them. He does oddly help you in Gemini Man’s stage though. Well he’s the final boss and guess what he’s stronger than ever and by that I mean only the plasma cannon now works on him. Oh the horror! Anyway he retreats and I guess we’re done here and-wait a second. Dr. Right informs Rockman that Wily ran away with Gamma! That means, WILY BETRAYED USSS!!!

Okay okay we now have to do the Castle stages. Well you won’t have to worry about these ones because they are hilariously easy. Easy pickups everywhere and barely any challenging platforming. There really isn’t much to say here if I’m being honest. The stages aren’t even long and now there’s only three actual stages. Even the bosses aren’t that challenging. The first is the Kamegoro Maker which sends easy to kill robot turtles that die in one hit to Shadow Blade. The Yellow Devil MK-II may sound difficult but you have E-tanks and the fight is faster and it feels like it dies quickly to Hard Knuckle. The Holographic Rockmans have only one that can get hit but it’s pretty much over once you find it and spam Search Snake. You then have the rematch with the robot masters because it sure is a tradition now and you’ll find out they’re all weak to their own weapon, wait what-and then you fight Wily Machine 3 where it dies very quickly to Spark Shot and then you use Rush Jet, spam your plasma cannon and then you win. Then you find out it was a fake Wily and now it’s time for the final boss. You fight Wily with Gamma under his control and they not only give you way too much before the fight but the first phase is over in seconds thanks to Shadow Blade and he hilariously dies in one hit afterwards to Top spin! That’s it, the game is over! This is such a bad final act of the game. What happened?? Once again Wily begs for forgiveness but the area begins to break apart with crumbling debris hurting Wily and Rockman. A mysterious figure saves Rockman but the whereabouts of Wily are unknown. Once Rockman wakes up, we learn the person who saved him and the guy we fought multiple times was a robot made by Dr. Right even before Rock was born. His name is Blues and the game ends here. I’m sure this time Rockman won’t have to worry about any annoyances anytime soon.

The presentation in Rockman 3 still holds strong like it did in Rockman 2. There’s some nice looking areas like Snake Man and Gemini Man’s stage visuals. I do think the stage visuals for some can look a bit bland but when it’s good, it’s really good! Otherwise I don’t really have much to complain about as stuff like the sprites are still very good. There is some slowdown and sprite flicker at times but idk that’s never really annoyed me to be honest. The music is also still amazing as ever. In fact I’d argue it goes up to par with Rockman 2 at times. I love stage themes like Spark Man, Top Man, Magnet Man, and Wily Stage 2. Big shoutouts to the title screen theme, probably my favorite in the franchise. I love the slow feel it has in the beginning and then goes into this fast exciting track making you ready to play and it always loops at this part to let you know you can do it. The ending and credits theme also sound really good though it’s a shame we don’t get to hear all of the ending music in the actual game.

Rockman 3 in ways is a good game but it is such a shame it never got fully finished. There’s a very good game hidden in here but I find it inferior to Rockman 2. I still do enjoy the game, in fact I like it more than I used to. The gameplay is still solid and it’s fun. To me, I see potential in it but we’ll never really know what they had fully planned. It introduced some iconic characters for the series and the slide move is a great executed new move but I’m just gonna have to hope the next game will improve on what is done here. Though we won’t be heading to the Famicom again just yet. We are making a detour with Rockman World for the Game Boy. Hopefully next time I won’t take another 4 months.

Fucking best of the original 3 by a good amount, but boy the difficulty jump was high. I quite liked it though, minus one or two issues. WE LOVE YOU, PROTOMAN

We had a good thing, you stupid son of a bitch! We had Wily, we had 8 good robot masters, we had everything we needed, and it all ran like clockwork! You could have shut your mouth, finished the game like normal, and made as much money as you ever needed! It was perfect! But no! You just had to fuck it up! You, and your pride and your ego! You just had to add 18 EXTRA BOSS FIGHTS! If you'd done your job, known your place, we'd all be fine right now!

Game is really good when you're fighting the robot masters.

Then the game drags on for way too long with the doc robots.

Then the Wily Castle is way too easy.

This game has a strong start but doesn't just not land the finish it blows up in the middle of the flight.

Classic Mega Man at its finest. It’s got that dog in it.

If Mega Man 2 improved on its predecessor by adding fun levels for the player to jump around in, Mega Man 3 improves on its predecessor by adding more things to do in new fun levels. The most noteworthy of these mechanical additions is Mega Man’s doggy friend Rush letting you jump and fly and occasionally swim. He’s a good boy.

That being said, I don’t want attention taken away from the slide, which I consider to be a huge step forward for Mega Man’s toolkit. Press down and jump and you briefly zip forward at half your height. It’s a little awkward to pull off but it’s satisfying and (with the right amount of skill) can be used for quick evasions and (with even more skill) extended jump distance.

The Robot Masters have fun designs, their stages have great music, you get to fight the bosses from MM2 again via the morbid Doc Robot (some kind of translation of its original name, Dokurobotto K-176), you get a ton of levels to play, Mega Man 3 has just about all you could ask of a Mega Man game. Except a charged shot, but I’m not docking points for that, they hadn’t thought of it yet at the time.

Mega Man 3 is on hardware that can struggle to allow for in-depth storytelling, and it was made in a time where the tricks to do that storytelling on that hardware hadn’t been discovered yet. As such, the Proto Man plotline, a fan favorite story beat, is left entirely to the ending, where the player is also left to infer a lot of the meat of this story. I’m a certified Mega Man Freak, so after hours of poring over manuals and comics, I can appreciate the story of Mega Man 3, but it would be nice to be able to just turn the game on and get the full experience. But that’s a discussion for old games as a whole, and not just Mega Man 3.

Something that bothers me is that the times that Proto Man is a mini boss, he is just regular ol Proto Man. But when we have our final showdown, he’s wearing his full mask with the Sniper Joe eye as Break Man. Those looks should have been switched around so that the player could assume they’ve been fighting an elite sniper joe. Then, we get the twist that he’s a guy like Mega Mn, and then at the end Dr. Light reveals he’s Mega Man’s long lost brother.

I’ve beaten Mega Man 3 about four or five times. It’s length and trickiness detract from its replayability, but I think it also adds to the substantialness of the experience. I recommend it to any video game enjoyer. It’s the best NES Mega Man game. No empty calories.

This is a pipe dream and a half but I fully welcome a Powered Up-style remake, just to get some cutscenes and dialogue to give us the angst and drama that this game deserves.

Oh Mega Man 3. You beautiful mess of a game. You mesmerized me with stronger presentation, the introduction of Rush and a game changing slide mechanic. I want to love you but then you introduced Doc Robot stages and obtuse boss weaknesses. Because of that we are on thin ice. I see you are trying to make up for it with a forgiving Wily Stage and that is a good start. But just know... I've got my eye on you.


Very frustrating gme. I think the eight robot master stages are seriously really good and a big step up from Mega Man 2. Rush is an awesome addition and while the story is as in the background as the past two games the concept of it is at least really cool.

But then you have the rest of the game. The Doc Robot stages are actually awful, they're long and completely unfair while completely destroying the pacing of the game. Then you have the Wily stages that come after the Doc Robot stages yet are absolute jokes in comprison, the difficulty curve makes absolutely zero sense.

I know the game didn't get all the time it needed and I appreciate the ambition but overall the bad overshadows the good sadly.

Super fun. Had a blast playing it. OST kicks ass

It's classic Mega Man, just not as janky as Mega Man 1, but also not as iconic as Mega Man 2. And not as easily ripped open with a single weapon as Mega Man 2.

Tight, simple controls. Great tunes, okay weapons, okay bosses, okay levels, though some questionable hitboxes make some of the stage hazards a bit more frustrating than they have any right to be. I love getting hit by an extending ceiling spike before that even extended into me and I especially love getting insta-killed by wall spikes whose hit detection reaches into the completely harmless looking bit of ceiling right next to it. Fun times.

There also is quite a bit of padding that comes with a sizeable difficulty spike after beating all the regular bosses which makes the latter parts of the game a bit of a chore to get through.
There's also ways to get softlocked in parts where Rush Jet is mandatory, but you don't get a real opportunity to farm the energy pickups you might need, stranding you on a little bit of level above a bottomless pit, just to then find out, after you jumped to your death, that there still aren't any weapon energy pickups because they don't respawn after you do, forcing you to Game Over and redo the whole stage, including a whole, difficult boss that is mostly recycled from Mega Man 2.

I always remembered this as my favorite of the NES Mega Man games, and perhaps that is still true, but I'm not so sure anymore. It's quite flawed.

this one had a little bit more interesting mechanics and stories like protoman, but some levels were really annoying and u could feel they were tryna stretch out this game a little bit. legacy collection rewind ON TOP