Mega
Man III
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Review
This game is huge! After defeating the regular bosse, you'll still have plenty of levels to go around; this is great 'cause you get to use lots of weapons you dinn't have the occasion before. Often, in other Mega Man games, you acquire weapons late in the game which you hardly get to use but not here. You also have your faithful assistant, Rush, who comes in to give you a hand in those hard to get by regions. Finally, you have Protoman's first apperance, althought most of time on screen he spends it shooting at you.
Codes
A6,
E1
A1,
A3, B2, B5, D3, F4
Rush Dog
Rush Coil![]() |
This is standard configuration of Rush which you begin the game with. Using Rush as a jumping board, you can reach heights you couldn't before. |
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This configuration is acquired after defeating Shadow Man. It can only be used in water, but it helps him manoeuver through though spaces. |
Rush Jet![]() |
This last configuration is acquired after defeating Needle Man; it acts like Item-2 from Mega Man II, letting Mega Man bypass difficult stages. |
Making
his first appearance in this series is Mega Man's friend, Protoman. His
role in this game is limited to sparring partner as he prepares
you to some of the bosses you`ll face. He'll also save your life at the
end, but his role throughout this game is limited. Fortunatly, Capcom expends
his role in the following episodes.
Bosses
![]() Weapon : Magnet Missiles Weakness : Spark Shots |
The combination of magnetism and disapearing blocks make for a lethal combination. Study the patterns closely, and be careful not be dragged down. This stage is the first one where you will meet Proto Man (or Break Man, as the game calls him). |
![]() Weapon : Hard Knucles Weakness : Magnet Missiles |
The bees can be a hassle; try moving to the left of the screen to make them disappear. Proto Man comes back for more, but he's easily handled. All in all, a pretty uneventful stage. |
![]() Weapon : Top Spin Weakness : Hard Knucles |
This is the kind of stage where getting to the master is tougher than the boss! The Bobcats are a challenge, but a few sprays with your arm cannon should do it. Defeating Top Man is easy; shoot one Hard Knuckle, then get out of the way by jumping over Top Man as he spins towards to you. |
![]() Weapon : Shadow Blades Weakness : Top Spin |
This stage feature an onslaught of relatively weak ennemies, but does include the Hologram Maker. You'll have to shoot it down using Magnet Missiles (2 missiles) or your Plasma Cannon (3 shots). As for the Parachutes near the end of the stage, one Magnet missile will do it. |
![]() Weapon : Spark Shot Weakness : Shadow Blades |
The electro-barriers (reminiscent of Elecman's barriers) require timing and agility. This stage is also home of the difficult jump blocks; you have to be quick to jump from one to another. This will require a lot of practice. Seven Shadow Blades should take care of Spark Man. |
![]() Weapon : Search Snakes Weakness : Spark Shot |
One thing can be said about Snake Man; he sure knows how to decorate a stage! The Shadow Blades should be your weapon of choice, as ennemies come at you from many angles. The big snakes might look but three hard knuckles and they are out. As before, equip the Magnet Missiles when you tackle the platforms. |
![]() Weapon : Gemini Laser Weakness : Search Snakes |
This stage is one of the thoughest one you'll face in this game! Use Shadow Blades to destroy the flame-dropping Nitrons as they swoop down, and the Plasma Cannon in the eyes of the Penguin makers. The marine sequence makes use of the Rush Marine, though you can make it on foot too. |
![]() Weapon : Needle Cannon Weakness : Gemini Laser |
Compared to a few faced earlier, this stage is a piece of cake! Shoot the porcupices as soon as you see them with you Mega Buster, or jump out of the way once they turn into rolling spheres. As before shoot Biggy's with Hard Knuckles to destroy them. |
Dr. Wily's Castle
1st Level | ![]() |
2nd Level | ![]() |
3rd Level | ![]() |
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