Below are user reviews of Mega Man 3 and on the right are links to professionally written reviews.
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One of Mega Man's all time great games on any system, probably even better than Mega Man II
5
Rating: 5,
Useful: 0 / 0
Date: October 27, 2007
Author: Amazon User
MEGA MAN II is generally considered the breakout game for our titular blue bomber, and for good reason: it fixed all the problems found in the first Mega Man, and was one of the best games for the NES. Truthfully, it's the only Mega Man game I had for the NES in the late 1980s and early 1990s, though I played the first game quite a bit as well. As good as MMII is, is it really the best Mega Man game ever, let alone in the classic series?
If it weren't for MEGA MAN III, I would unequivocally say yes. MEGA MAN III is easily as good as MMII, and opens up the Mega Man gameplay, expanding Mega Man's repertoire.
Major new features introduced in MMIII
*Slide - Mega Man can now slide, creating new possibilities for level design.
*You can now carry up to 9 energy tanks, rather than 4 like MM II
*Due to the introduction of the Doc Robot levels, this is by far the longest of the six NES MM games.
*Rush, Mega Man's iconic robotic dog, makes his debut here.
*Proto Man, masquarding as the mysterious Break Man, debuts as well.
*Another notable feature is this is the first game that has accurate cover art on how Mega Man actually appears in the game. MM is notoriously bad cover art, and MMII's cover art has MM holding a gun rather than his arm cannon. Not bad but not great. This is definitely an improvement over the last two.
MMIII actually has the best story of all six NES titles. Dr. Light and Dr. Wily are working together to build a giant peace keeping robot named Gamma. However, the eight robot masters that the two designed to help keep the peace go beserk, stealing 8 power crystals. The two scientists quickly call Mega Man into action.
Mega Man must defeat the eight bosses to regain the crystals. This set of levels is probably my favorite in any Mega Man game. They're all very well designed, and just flat-out fun to play. The Shadow Man level and Snake Man level are both great.
But wait, there's more. After defeating the eight robot masters, four new levels open up (they are remixed or altnerate versions of four regular levels), and robot masters named Doc Robots are masters of these levels. There are two Doc Robots per level. While all the Doc Robots look the same, they are actually programmed to act like one of the robot masters in MEGA MAN II. When you reach the Doc Robot's lair, the sprite of one of the Mega Man II bosses descends from top of the screen down into Doc Robot, like the spirit of that perspective boss is inhabiting or animating the Doc Robot's body.
Once you defeat the 8 Doc Robot masters, another level opens in the center of the portrait page, entitled BreakMan. It is a simple one screen level, where you must fight ProtoMan. Ultimately, it is revealed Proto Man is Mega Man's brother, and built before Mega Man. Proto Man, who has been kept ambigious throughout the game, has been helping train Mega Man with each fight.
After you finish your training level with Proto Man, you now learn that Dr. Wily has stolen the power crystals Mega Man recovered, and has holed up in a new Skull Castle, intent on activating Gamma and reprogramming him to begin yet another attempt to take over the world via thru the campaign of bloody massacre or pogrom.
Wily's Castle features several cameos or references to the first two games.
*The famous Rock Monster (AKA the Yellow Devil) from the first game makes a return appearance, with a newly designed appearance.
*Gamma looks a lot like Gutsman (who, of all the villains in Mega Man, makes the most cameo appearances in other games, his likeness also appears as a Wiley Castle Boss in MMII).
*The boss guarding the transporter room in the fourth portion of Dr Wily throws rocks like Gutsman.
*Mega Man must fight his clone, just like the original MEGA MAN. This time around, there are three platforms, each with a separate clone. One clone is real, the other two holograms, and the real clone's location constantly changes between the three platforms.
The Dr. Wily stages are fun, although the last incarnation of Dr. Wily is the weakest of all six NES Wily bosses. With a single top spin, you destroy him.
The only two negative things I have to say about the game is this: the story is not really explained, and the inclusion of Top Man.
1. The story is the best in the NES Mega Man Games. With the other titles, you are given some cut scenes to tell what little story there is. In MM III, there are no cut scenes initially, so you don't really know the story. In fact, until you defeat BreakMan and the Dr Wily stage opens up (the Dr Wily levels is proceeded by a cut scene with Dr. Light and Mega Man, revealing Dr Wily is evil), you probably won't even now Dr Wily is supposed to be helping you. Granted, the game is longer than the other titles, so maybe they didn't have the memory to work with on extra cut scenes, given the NES's technical limitations. Still, given how it's the best story it's sad Capcom relied almost entirely on the game manual, which most NES players won't have access too, to advance the story.
2. Top Man. He's the most stupid robot master of the first three games, and his weapon is hard to figure out how to use. Once you do figure it out, its pretty useless with the sole exception of the last boss fight. The whole idea of "Top Man" as a robot master is pretty ridiculous, and is the first indication in the Classic Series that Capcom is beginning to run out of ideas for robot masters. This trend of borderline asinine robot masters would continue thru MM IV and V, and reach the absolute bottom of the barrel in MM VI (really, who the HELL thought of "Plant Man"?) A minor quibble, though, and don't let that distract you from all the game has to offer. It's a more important as an indicator of bad things to come for the series than really effecting this game's quality. Beginning cracks in the foundation, if you will.
Overall, I think this is easily one of Mega Man's best games, and is an essential purchase for NES and retro gamers, as well as Mega Man fans. As much as I like Mega Man II, I really think Mega Man III gives it a run for its money.
Though MMII is more important from a franchise historical pov as it was his first major hit game (MM was more of a sleeper hit), MM IIII takes everything about MMII and improves on it. This one definitely ups the ante, and the next three sequels simply can't compare it its genius or playability.
Mega Man Strengthens His Stranglehold
4
Rating: 4,
Useful: 0 / 0
Date: July 02, 2008
Author: Amazon User
My first foray into the MM series was with MM 2, the flagship installment of this series. That sent me on a hunt to find MM 1, which did not hold a candle to it's successor. A friend of mine then beat me to the punch (18 years ago) and bought MM3. I was already a huge MM fan after only having played MM2 but MM3 only strengthened my allegiance.
MM3 follows the same basic premise as the previous two installments: beat a robot master and gain his powers to defat the next. The main antagonist is still Dr. Wily (when will he give up?). MM3 is much longer than its predecessor as you are forced to defeat a doppleganger-like robot that takes on the powers of the 8 robot bosses from MM2 in the Spark Man, Needle Man, Shadow Man and Needle Man stages. This is actually pretty annoying, but it was nice to see the old crew again! The 4 extra levels notwithstanding, I thought MM2 was tougher for some reason.
This game continues the high precedent set by MM2 (outstanding gameplay, phenomenal music, etc) and builds upon it by giving the Blue Bomber a slide move, which works to get you into tight places and as a speedier alternative to the standard running. This game also marks the first appearance of MM's dog Rush, and he proves to be very useful. Rush can take on the functionality of a jumping board called Rush Coil, which you are outfitted with from the jump. He also takes on the form of a jet (Rush Jet) and a submarine (Rush Submarine). In this installment, you are allowed a maximum of 9 energy tanks, which is a bit of overkill for the regular bosses but comes in handy in the final stages.
MM3 continues the tradition and there is no deviation in gameplay other than the new slide move. Nothing groundbreaking here, but then again, if you are considering a MM title, you know (and love) exactly what to expect.
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