Three Great Things About Mega Man 3
Kris Randazzo
Opinion
4 minute read
In case you haven't been following along...
At long last, there's a new mainline Mega Man game in the works. Mega Man: Dual Override (basically Mega Man 12) is on its way in 2027, and as a huge fan of the Blue Bomber's classic adventures, I couldn't be more excited. And what do I do when I'm excited? I look back on how we got here!
For the next, well, however long it's going to take for Dual Override to come into existence, I'm going to be running through the entire classic series of Mega Man games and coming up with 3 things I like about them. Obviously, there will be some games that I like more than 3 things about. But in the interest of brevity, I'm sticking with the first three that come to mind.
So, without further ado, here are three great things about Mega Man 3.

It does everything Mega Man 2 did, but better
I know that’s a controversial opinion, but to my eyes it’s absolutely true. Mega Man 2 had more imposing robot masters than Mega Man, but Mega Man 3 kicked it up a notch with the likes of Hard Man, Spark Man, and Snake Man. MM2 introduced the Items for enhancing your movement, but MM3 gave us Rush. I even argue that the music is better in MM3! But it goes further than that. There’s the whole Proto Man/Break Man thing. There’s the Doc Robot stages where you have to battle your way through destroyed versions of the stages you just finished except you have to battle all the robot masters from Mega Man 2. And the slide move!
But there are a few subtle things that really seal the deal for me, and they all come down to speed. Mega Man’s movements are more precise this time around. He’s not as slippery as he was in the first two games, and this tightness stuck around until Mega Man 9. The menu system is quicker than Quick Man. The weapon selection menu popping up from the bottom of the screen is lightning fast, and manages to avoid feeling as much like an interruption every time you open it up. It’s just plain slick. And Dr. Wily’s castle has been streamlined as well. In every other game (except MM1) every Wily stage is started by looking at an image of Wily’s castle while some music plays, waiting for the song to finish, then waiting for a lightning flash, then waiting for a line to be drawn, then you start the stage. In MM3, the lightning, music, and line drawing all happen at the same time. The whole game’s presentation is insanely polished, and I will forever love it for that.

They kept reusing the cover art, and that’s hilarious
I get it, this box art is pretty cool, but it was used for four different Mega Man games. Mega Man 3 for NES, Mega Man in Dr. Wily’s Revenge for Game Boy, and both Mega Man and Mega Man 3 for MS-DOS. Is it super lazy? Sure. But it’s also one of those hilarious oddities that lends an undeniable charm to the whole Mega Man mythos.

Magnet Man’s stage is perfection
I adore every single thing about this stage, and to my eyes, it’s the perfect Mega Man stage, and possibly my favorite stage of any 8-bit game in the universe. Its look is incredibly creative and clean. It’s use of color is also gorgeous in a way many NES games never approach. The music is everything that is good about 8-bit music. It’s joyful, catchy, fun, and complex. It features all the best elements of Mega Man stages, with creative use of magnets, cool enemy designs, disappearing block segments, and instant death spikes to avoid. And Magnet Man is a super cool robot master design who provides an incredibly fun fight. This is very much a personal preference thing, but tt’s perfection as far as I’m concerned.

I could write a freaking book about how much I love Mega Man 3, but let’s just leave it here. Come back next time as we ignore the screechy soundtrack and find some good stuff to talk about in Mega Man II for Game Boy
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