Mega Man 3 (NES Review)

Mega Man 3
aka Rockman 3
Platform: Nintendo Entertainment System
Released September 28, 1990
Directed by Masayoshi Kurokawa
Developed by Capcom
Included in Included in Mega Man Legacy Collection

“Fourteen themed robots, an army of robotic animals, and a hologram of an alien didn’t work, but THIS is the one. A giant robotic cat coughing up giant robotic yarn balls? The world is DEFINITELY mine now! Muwahahaha!”

Mega Man 2 or Mega Man 3? That’s the question, right? But why is that? Having just played both games and posted my review of Mega Man 2, I expected this to be a much closer contest than it is. For a lot of people, Mega Man 3 rules the roost. I used to be with them, but I ain’t anymore. Actually, I was kind of stunned by how bland Mega Man 3 is. Oh sure, there’s the giant robot cat seen above, and a giant robot penguin in Gemini Man’s level and a f*cking giant helmet thing shows up at some point. But in terms of the level themes and bosses, I really think Mega Man 3 isn’t sniffing Mega Man 2’s robotic armpit. If you want proof of how bulletproof the Mega Man formula is, I actually think this is the best example, because Mega Man 3 is actually shockingly generic.

Apparently these things are called “mets” and it’s pretty clear this is the point where Capcom recognized them as an icon of the franchise.

Don’t mistake this largely negative review for me arguing Mega Man 3 is bad. It’s awesome as an action game. The excellent controls are back and, for the first time, you can slide. This is heavily incorporated into the level design in exciting ways, including building one of the notorious Mega Man disappearing/reappearing block rooms around the slide. Huh, they finally made one of those rooms that didn’t suck. Nice. So the slide is a great idea and avoids feeling gimmicky. The item concept from Mega Man 2 returns, only this time they take the form of the debuting Rush, the transforming robotic dog. And the ways you use Rush are a lot more fun than the items from Mega Man 2 ever were. One of his modes is just a spring that launches you in the air, and it doesn’t have to be earned. You start the game with it. The other two, Rush Jet and Rush Marine, have the same problem as Mega Man 2 in that there’s no way to logically suss-out which boss you have to kill to earn them. It’s Needle Man for Rush Jet and Shadow Man for Rush Marine. Then again, randomness is sort of the theme with this game so it tracks.

You could probably build an entire Mega Man game out of just upgrading Rush. I mean, why not? Anyway, as far as I could tell, Gemini Man and Wily 1 are the only stages that allow Rush Marine, while there’s only a couple spots that are really tailored to the jet.

This is also the final game in the main series that doesn’t allow you to charge up your pea shooter for a power shot. Honestly, I’d have been fine if they had left that part out as I rarely use it in the upcoming games anyway. Unlike Mega Man 2, there’s no insanely overpowered weapon like Metal Man’s. There’s a nerfed version of it that you nick from Shadow Man, but it only fires in five directions instead of eight and doesn’t have the unlimited range or the ability to spam it since it acts like a boomerang and you have to wait for it to return to you or hit an enemy before throwing another. The lineup of weapons you get from the bosses are every bit as weak as the bosses themselves. Needle Man’s weapon is basically the pea shooter, only with a pointy shape. Top Man’s is possibly the worst weapon in the entire history of the franchise. With it you spin like a f*cking ballerina. It’s the worst. Go figure the last boss’ final form can be one-shotted by it. Come to think of it, Mega Man 2’s final boss was weak to THAT game’s worst weapon. Okay, this is clearly an inside joke on Capcom’s part at this point, right?

This is the final boss, and a frame after this screen shot was taken, Wily was defeated by Mega Man, ahem, heroically twirling. Not just heroically twirling, but heroically twirling using the ability to twirl invented by Dr. Wily for one of the eight robot masters. You know, Albert…. can I call you Albert? Albert, you might want to rethink this whole “take over the world thing” and just go to work making Animatronics for Disney’s parks. They’ve basically already beat you to taking over the world anyway so if you work for them, in a sense you can claim to have succeeded. I mean, assuming they hire you. Don’t tell them about your plan to annoy guests with robotic dragonflies. Put a pin in that and the whole “take over the world” thing because they don’t really say that part outloud. You got this, Albert! I believe you, buddy!

Apparently that giant thing above is supposed to be a peace keeping robot co-developed by Dr. Light (is it Dr. Light or Dr. Right? I’ll ask Clash Man) and Dr. Wily. Because if you can’t trust a guy who claims to be reformed after his two failed attempts at taking over the world using robotic roosters and robotic gorillas, who can you trust? The story is that these two knuckleheads are teaming up to build Gamma, that thing in the above picture, which will somehow protect the world. I’m sure it made sense to them. They’re not called mad scientists because of their rationality. But Gamma won’t work unless they get eight special elements from different planets. Instead of sending Mega Man, they built eight BLANK Man robot masters to go to each of the eight worlds. But, wouldn’t you know, somehow those eight robots turned evil along the way. “Even Spark Man?” ESPECIALLY Spark Man! I guess Light didn’t notice Wily snickering the whole time and muttering “soon the world will be mine” while building the eight robots that literally were made to look evil. And then Light has the BALLS to act shocked when Willy betrays him.

“You never listen to me! I tried telling you not to trust him! I tried telling you that he didn’t really have arthritis and his hand was just sore from keeping his fingers crossed every time he promised not to try to take over the world again! I tried telling you that Needle Man was clearly evil as he kept stabbing me in the back with his head! And don’t even get me started on Snake Man………..”

The thing is, I would never have guessed the whole “traveling to different worlds” plot from just playing the game. Only one level, Gemini Man’s, feels alien. The rest are just really Mega Man levels like I’ve come to expect, and only a couple of them actually fit the themes of their bosses. Snake Man’s level is mostly made of snakes, has snake enemies, and even has gigantic f*cking snakes that coil while you try to kill them. I totally believe an evil robot named “Snake Man” would be found at the end of it.

But then you get to someone like Needle Man’s stage, which is a (checks notes) ship theme? I think? So they justify it by putting these giant needle-shaped spikes and porcupines in the stage. But where did they get “ship” from “needle?” Why not just put a pin in Needle Man and do Ship Man or Captain Man or something along those lines? The ninja Shadow Man’s level is this year’s fire-themed stage. Gemini Man’s level is this year’s water-themed stage. There’s no “twin” enemies in Gemini Man’s level until the end of the stage. For a large part of the game, there’s disconnect between the robot themes and the levels they’re contained in. The list of bosses is Spark Man, Snake Man, Needle Man, Hard Man, Top Man, Gemini Man, Magnet Man, and Shadow Man. Okay, which of them does this level belong to:

(Final Jeopardy theme)

And the answer? Snake Man! Right?! How do we go from “snake-themed floor and snake-themed enemies with a snake-themed background” to “now we’re in the sky in what feels like a deleted part of Air Man’s level from the last game” in same f*cking level? A level I just heavily praised at that? Mega Man 3 is the first game in the franchise where I feel a nearly complete tonal disconnect from the robot themes to the actual levels. This isn’t a nothingburger, folks. This is why the whole thing feels so halfhearted and generic. Compare this to the last game especially, where the levels were near-perfect marriages to the robot themes. Even the tough-to-match ones. How do you do Flash Man? Well, his item pauses the game, FREEZES you if you will, so make it the cold level! Hey, I’m convinced! So how do we get from that perfection of Mega Man 2 to Mega Man 3’s “well, Gemini is twins so obviously the level should have giant robotic penguins and robotic frog eggs that hatch into robotic tadpoles when you shoot them.” OH OBVIOUSLY! How did I not see the connection?

The enemy roster is just not as good. In Mega Man 3, there’s these things that looks like evil robotic dumbbells (as in weights, not the bosses) and one plate flies across the screen and attaches itself to the other, then they chase you, because what else are evil dumbbells going to do? Get Mega Man so swole he can’t fit in his armor? Okay, well, they’re actually supposed to be nuts and bolts, but at least it’s an actual perfect fit for Magnet Man’s stage, right? Well, they’re in two levels and Magnet Man’s isn’t one of them. They’re in Top Man and Spark Man’s stage. There’s cannons that shoot you. Hard Man kind of looks like he has a cannon for a head, so that’s his thing, right? Nope, that’s exclusive to Needle Man’s stage. There’s bees that drop a cluster of other bees on you. Bees have stingers, which are like needles, so naturally they’re in Hard Man’s stage.

Apparently the dumbbells are supposed to be like nuts and bolts. But I mean, they’re evil nuts and bolts.

And to really hammer home how much this game wishes it were Mega Man 2, you actually fight all eight bosses from Mega Man 2 after beating all eight of this game’s robot masters. Not that I’m complaining because I love the roster of Mega Man 2, but it’s a reminder that you’re in an inferior game. And then you don’t even fight THEM, but rather their programming inside a generic robot. What’s even worse is you have to get to them by playing slight remixes of four previous stages, where two of the Mega Man 2 bosses show up in each stage. While I didn’t hate the remixes (the giant met shows up in Needle Man’s after being teased the first time around), it felt like padding to me. It is, frankly. The Wily levels are as lame as ever too, and the roster of bosses this time around are the weakest yet. This includes reruns of two of the Wily bosses from the first game: a slightly remixed version of the boring ass Yellow Devil and a clone of Mega Man, only this time it’s a triple clone with two being fake. Womp womp. Oh, and the generic “wave of robots” fight that every Wily stage has is turtles this time. Seriously, turtles? And not even giant turtles. Just Mega-Man sized turtles. Why would this be a boss when the whole franchise has been filled with robotic animals?

Welcome to the bottom of the barrel.

So no, I’m not on board with Mega Man 3 being possibly the best in the franchise. I actually think it’s the weakest overall so far. The level design is fine. The action is typical Mega Man awesomeness. Saying they ruined Mega Man would be disingenuous. Mega Man 3 is fine. BUT, in terms of an experience? Mega Man 3 is pretty damn mediocre compared to the previous two games. It feels like they completely phoned this sh*t in with generic bosses and generic themes. Mega Man 1 and 2 literally had generic names for the bosses (Ice Man, Fire Man, etc), but what it did with the themes of the levels connected to those bosses at least tended to match them and make the game feel immersive. Mega Man 3 feels comparatively random. Magnet Man and Spark Man being the only two levels that were really consistently themed to match the bosses, with Snake Man coming so close before you take to the sky in a level themed around reptiles famous for not having legs and crawling across the ground on their bellies. What the actual f*ck, Capcom?

Well, at least the look of Wily’s machine is different this time around. Then again, it’s a cinch to beat by just flying up to it with Rush and pumping bullets right into his witless dome. I assume this screenshot was taken at the exact moment I scored the winning shot but I had to look away when his life got low.

Like I said, Mega Man 3 is proof the formula is what makes the series impervious to a NO! As poorly integrated as the themes and basic enemy design is (and it’s horribly done), the action is still really good. The platforming is probably the best in the series yet. They got a LOT of millage out of the Rush Coil, which I wasn’t expecting. But ultimately, I didn’t enjoy the tour of the levels anywhere near as much as I had the previous two games. Not even close. Seriously, why is this one of the beloved Mega Man games again? It’s like Mega Man with characters and level themes dictated by a game of Mad Libs. I actually remembered this as one of the best games in the series. Now I’m starting to wonder if it’s the worst of the main line games. I’d even rank it under Mega Man 1. Janky as that game is, at least the themes make sense and there’s no boss shaped like a f*cking top.
Verdict: YES!

AND NOW
GENERIC ACTION ONE-LINER THEATER

“Top Man? More like Bottom Man!”

“I’m not going to live in your shadow anymore!”

“You’re a real snake in the grass!”

“Hah hah, Will Smith is going to make an unwatchable movie with your name as the title!”

“The spark has gone out of this relationship!”

“I tried to stay positive but you keep repelling me!’

“I’m real hard up for reasons not to kill you!”

Hahahahahahaha. Why bother?

“You’re a bit rusty.”

“Don’t… uh.. bite your nails to the quick.” That was lame.

“Blow me.”

“Here’s a crash course….. in death!”

“You’ll be dead in a flash!’

“Bubble Man! Bubble Man! Swims like a fish! How many bullets does he wish?”

“Timmmmmmmmmber!’

“Sorry, I quit smoking. Can’t say the same thing about corpse!”

About Indie Gamer Chick
Indie game reviews and editorials.

4 Responses to Mega Man 3 (NES Review)

  1. Zing says:

    I’ve never really got the point of giving Rush Coil to the player at the start in Mega Man games. You have items that you can only reach with it, but then again the player will always have Rush Coil so what’s the point? It just slows the game down that you have to open the menu to bring him out. And it’s not like you’ll be strapped for weapon energy to RC unless you purposefully try.

    I’ve always disliked how janky the Doc Robot fights are in MM3. They don’t quite move like the original ones (which I could beat in my sleep) and Doc Robot is bigger than those guys, so it’s easier to take damage and sometimes it seems unavoidable. And it doesn’t feel like a purposeful remix but just iffy programming.

    • I actually did come close to running out of Rush Coil energy a couple times 😛

      One thing I didn’t bring up in the review was the Protoman stuff was so random. It was a distraction that didn’t do anything for me, especially when I’m fighting him in one level and he’s helping me in others. If the players were picking the correct order where you start out fighting him and then he helps you, that would be one thing, but it didn’t work out that way for me. It was fight, help, fight. (shrug) It’s a lame fight too. He just jumps and spams like he has his shoes on fire.

  2. I’m torn between 2 & 3. Historically I’ve preferred 2, and it’s for the same reasons you said: The vibes are way better. What’s funny is that feels like a bad reason, and yet …

    I recently played both of these on the actual hardware and I’d have a hard time choosing. They both “still got it” for sure. I think what MM3 does better is the difficulty balance is perfect. MM2 overcorrected from the original game and was too easy. The easiest game in the series, I’m pretty sure. The overall gameplay in 3 is superior. The addition of a “mid game” where you play non-wily levels that assume you have all the items and powers is a big step forward in the formula. MM3 is the first in the series to be tough but fair, and I think they mostly stick the landing on that from MM3 on out.

    But the vibes are off. I don’t even think it’s just the level theming. The series got way more cartoony starting with this game. I mean, giant robot frogs barfing up little robot frogs is cartoony, but there’s something a bit grungier about the first two games. And the music from MM2 is not just historically good, it’s also trying to emulate rock music. Y’know, for Rockman. Megaman 2 feels like a rock opera. None of the other games do. It’s disappointing.

    I will say, having “been there” when it was brand new, MM3 was highly anticipated and highly well received by us randos. It did callbacks to the first two games in a knowing “how’s this for a sequel? wink wink” way that sort of falls flat now, but felt satisfying at the time.

    Now the bigger appeal is just that the gameplay is extremely solid, definitely better than the first two.

    • First off, thanks for the follow on Facebook! (clanks mugs) Second, I agree that the action is better and I was really impressed with the slide and Rush Coil and how much they leaned into level design that utilized them. I guess my argument is the incremental uptick in action for Mega Man 3 is not equal to the downtick in theme integration that completely blew me away in Mega Man 2. Every level in Mega Man 2 feels like Wily carefully designed each world specifically around the bosses. I can feel comfortably immersed in that world. Mega Man 3 constantly was pulling me out of it. WTF does a penguin or dragonfly or tadpoles have to do with Gemini? Why is Needle Man being fought on a ship? WHY ARE WE TAKING TO THE SKY IN SNAKE MAN’S STAGE?! It just didn’t feel……… Organic, I guess.

      Also I’m really shocked the whole giant frog barfing up three baby frogs didn’t successfully conquer the world. I would have thought FOR SURE on that. WHAT DOES IT TAKE?

      “Barfing up four little frogs.”

      Four? FOUR?! DO YOU KNOW WHAT THAT WOULD DO TO MY EVIL BUDGET?!

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