It's an alright puzzle game but the music is actively painful

-1 star for the difficulty spike on the last bosses

Overall a much improved GB Castlevania, though still generally weaker than what's on the NES

the game is really good, I just don't think I have the patience for old-school hard games.

Only played through one route because I have no desire to play the game two to three more times

"The Game Boy just came out. Think we should port Castlevania to it"

"Sure how hard could that be"
...Apparently too difficult for 1989 Konami

NES sequels are either drastic improvements over the first game, or just an entirely different experience that creates an entire subgenre of video games (but aren't very good)

man I sure hope these games don't get any harder

man I sure hope these games don't get any harder

All SIX Chaos Emeralds collected, Good Ending (which is different than the normal one i promise)

Do you think Sega was ashamed of every level after Green Hill and didn't want most players seeing them

Played through Arcade with all 8 characters

Dhalsim's stage is psychological torture

would you believe me if i told you Capcom iterated on the ideas of Mega Man again?

I'm honestly not sure if I prefer this or Mega Man 2, as they each succeed in different areas


What Mega Man 3 does better:
Rush is more interesting than the Item abilities simply by virtue of being a character
Sliding is a good addition to Mega Man's moveset that allows for interesting stage design, though it has some moments of controlling kinda oddly (nothing too bad)
This game actually has a few interesting story elements, though it's still an NES platformer
I actually enjoyed replaying the tweaked versions of the stages for a little extra content


What Mega Man 3 does just a little bit worse at:
Music is a bit less memorable than 2, though still some of the best on the NES
Stage themeing is overall weaker
Robot Master Abilities were less interesting, nothing was nearly as broken as Metal Blade (for better or worse)
I enjoyed the difficulty of Mega Man 2, and found this one more difficult, though it wasn't nearly as full of cruel designed as Mega Man


Issues I have with the series that this game does not address:
These hitboxes are so jank
Slowdown and sprite flickering if too many entities are being rendered
Still no proper save system (doesn't really matter unless you're playing on an actual NES)
Has anyone ever had fun with the appearing block sections?

Mega Man still clearly has room to grown, and I eagerly anticipate what Capcom does with this series, especially with the Super Nintendo Entertainment System on the Horizon

Like many first attempts at putting an NES genre on the Game Boy, this game feels held back compared to its NES counterparts (Final Fantasy, Dragon Quest). That being said, this game offers several new and experimental features, such as weapon durability, more explicitly level/stage based progression, and three very unique leveling systems.
That being said, these systems are often held back by other features of the game that exist as a result of the hardware restrictions it was under, the most notable of these being the frustratingly small inventory. Otherwise, the game is as you'd expect from an 80s JRPG, full of abrupt difficulty spikes and a necessity for grinding. That being said, if you are returning to this game in the current year, you're obviously comfortable with such genre conventions

Overall I enjoyed most of my time with this game, but a few issues with the difficulty and the inventory system, as well as just being smaller in scope than other games in its era make it less desirable to replay than Square's offerings on the NES,

Completion - Beat the game

The fact that this game got a sequel is incredible given how incredibly painful it is to play

100% All Heart Containers, Items, Secret Rooms

100% - All Items, All Energy Tanks, All Missile Expansions
Didn't get the best ending (<1 hours) because it is pretty tight

It's actually incredible what not garbage level and boss design did for this series