O Brother, Where Art Thou?
A Mega Man double feature? Why not! After trouncing Dr. Wily yet again in Mega Man 2, I guess I was just hankering for more of that sweet, sweet elder abuse. And, hey, doing two reviews of such similar titles back-to-back means a lot less need to cover gameplay and story basics. Talk about a win-win!
That’s not to sell Mega Man 3 (or Rockman 3: Dr. Wily no Saigo!?, “Rockman 3: The End of Dr. Wily!?”) short. Sure, the basics are familiar: Destroy eight robot masters in any order you choose and steal their signature weapons in preparation for the final showdown with Wily. Along the way, however, it does more for the ongoing storyline of the series than any other sequel by introducing us to two new supporting characters who would become beloved staples.
The first is Mega Man’s robo-dog sidekick Rush, who replaces the relatively generic platforming assist items like the Magnet Beam from previous games with his ability to transform into a jet, submarine, and more. He still serves the same basic functions these earlier bits of gear did, making the tougher jumping sections more manageable and hard-to-reach items less so, except now with 100% more cute pupper. Advantage: Rush.
The other new character is Mega Man’s older brother and frequent rival, the red-clad Proto Man. Also known as Blues in Japan (where Mega Man is Rock), he wears shades and a kicky scarf, so you just know he’s too cool for school. He’s also the epitome of the lone wolf anti-hero archetype and that means the writers get to play around with the whole “Is he friend or foe?” angle when it suits them. I never was quite clear on what exactly makes him Mega Man’s brother, though. Is it because they were both built by Dr. Light? Seems like that would make most of the robot masters in these games Mega Man’s siblings. The subtleties of robo-familial relations clearly elude me.
The biggest innovation on the gameplay front is Mega Man’s new slide maneuver, which propels him along the ground at high speed and simultaneously lowers his hit box so he can pass through small gaps and better evade some attacks. Personally, I can take it or leave it. The move has potential, but the level design doesn’t always do the best job of encouraging it. Aside from a couple of noteworthy instances like the spike traps in Needle Man’s stage, it was all too easy for me to forget the slide was there at all. Although I’m sure it’s vital for speed and no-hit runners, the later Mega Man X spin-off series did a much better job overall of making dash type moves like this into an indispensable part of every player’s arsenal.
Speaking of arsenals, Mega Man 3’s assortment of robot master weapons is decent. The Shadow Blade and Magnet Missiles are a lot of fun and the Search Snake and Hard Knuckle both have their uses. The rest either have few advantages over the standard buster weapon (Needle Cannon), are far too awkward for their own good (Top Spin, Gemini Laser), or verge on being literally unusable (Spark Shock, which doesn’t deal any damage at all except to select bosses). With around 50% quality options, I’d say your loadout quality is about average by franchise standards
I’d played Mega Man 3 before, back around the time it was first released in 1990. I never did complete it then, but I remember being quite impressed by some of the robot master stages and I find this still holds true today. Its best levels manage to impress on every front with intriguing themes supported by excellent art design and a variety of distinct gameplay challenges throughout. Gemini Man’s stage, for example, opens on the surface of a crystalline alien planet. The player must brave a series of daring leaps over bottomless pits while simultaneously fending off air and ground enemies. The action then moves underground into a set of rainbow colored caverns filled with destructible eggs containing odd flying tadpole creatures. Next up is a penguin mini-boss before things culminate with a long stretch of water-filled terrain that’s best negotiated with the aid of Rush. It’s a lot to take in for an 8-bit Mega Man stage and others, like Snake Man’s, are similarly ambitious. They’re not all this exceptional, sadly. The ludicrously named Hard Man was stuck with yet another forgettable cave/mine stage in the Guts Man mold. On balance, though, the standouts more than make up for the duds.
The one thing I didn’t play far enough to pick up on when I was younger is how quickly Mega Man 3 starts to lose its mojo after these eight opening stages. This was the first title in the series to experiment with extending the play time by throwing in some extra levels and bosses between the initial set of eight and the ones inside Dr. Wily’s fortress. Unfortunately, they went about doing it in the least interesting way possible by leaning heavily on recycled content. After defeating the new robot masters, you’re tasked with defeating copies of the eight from Mega Man 2. These are situated two apiece in slightly modified versions of four of the same stages you just completed. The game effectively comes to a grinding halt while you slog through four familiar levels containing no original content whatsoever. Unless you haven’t played Mega Man 2, I guess. It’s a drag. Just as regrettable are the Dr. Wily levels themselves once you finally do reach them. They may well be the shortest and easiest in the whole series and make for one hell of an anticlimax. The good news is that later games would learn from this whole debacle and settle on much more interesting ways to length the Blue Bomber’s adventures, such as the Dr. Cossack and Proto Man sections in Mega Man IV and V, respectively.
This abrupt dropoff in quality seems tough to account for at first, but knowing a bit about Mega Man 3’s troubled history goes a long way toward explaining it. Akira Kitamura, director of the first two games and original creator of Mega Man, left the company shortly before development began in order to join several other Capcom veterans at Takeru, a short-lived game studio best known for creating NES ultra rarity Little Samson. Conflict sprang up between his replacement and other members of the team over the proper direction to take the series, which finally resulted in lead artist and character designer Keiji Inafune taking over as head of the project mid-stream. All considered, it’s a testament to the tremendous ability of Capcom’s staff at the time that the final product still turned out as great as it did.
And make no mistake, Mega Man 3 is great. The core jump and shoot gameplay is as compelling as ever, the majority of the stage and enemy design is inspired, the new characters remain fan favorites to this day, and the score by Yasuaki Fujita and Harumi Fujita comes out swinging with one of the most glorious title screen themes in all of gaming and rarely lets up from there. A disappointing final act knocks it out of consideration for best in the series, at least for me, but it’s still easily superior to most other action-platformers past or present.
If you still haven’t played it…well, rush.