Mega Man 3/YMMV

Everything About Fiction You Never Wanted to Know.


  • Anticlimax Boss: Gamma. You'd expect a robot the size of a building to put up more of a fight, but its attacks are pathetically easy to dodge, and it can be killed in two hits with the Top Spin during its second phase.
  • Awesome Music: Plenty, though noteworthy tunes include Snake Man's stage, Magnet Man's stage, Gemini Man's stage, and the Dr. Wily stage boss theme.
  • Breather Boss: Among the Doc Robots, Doc Metal and Doc Heat are the easiest if only for the fact that their patterns are easy to follow and don't deviate from their Robot Master counterparts in the slightest, while the rest have been considerably beefed up.
  • Ensemble Darkhorse: Shadow Man gets this for his cool, sleek ninja design, and Snake Man mainly for his awesome stage music.
  • Even Better Sequel: For some, this game is even better than 2, with its fans citing things like the challenge, overall useful pool of weapons, and level design as factors. It helps that series mainstays Rush and Proto Man were introduced here.
  • Game Breaker: The Rush Jet is easily the best utility item in any of the games. It freely travels in any direction at top speed, you can conserve its ammo by jumping, and can bypass many tricky stage hazards with it thanks to its large ammo pool.
  • Goddamned Boss: Wily Machine 3 becomes unbearably annoying during the second phase of its fight. It spends a lot of time invincible while peppering you with bullets that need precise timing to dodge and opens itself up for a counterattack for maybe a couple of seconds. And since you may very well use up those precious seconds staying away from the shots, this boss can take a good long time.
  • Lethal Joke Weapon: The much-ridiculed Top Spin is a One-Hit Kill on any non-boss enemy that isn't immune to it. Even certain bosses are taken out in one shot by it (The mechanical turtles at the end of the first Wily stage, the Megaman clone at the end of the third Wily stage, and even Wily's final form). The only real trick is knowing which enemies are vulnerable to it, as well as the fact that the weapon drains energy for as long as you're in contact with the enemy (for example, trying to plow through Shadowman with it is ill-advised, as it can potentially drain the whole thing instantly; you want to graze him with it instead).
  • That One Boss: Needle Man and Shadow Man as far as the Robot Masters are concerned. Shadow Man is fair, but has two attack patterns that need split-second reaction time to be dodged, and his uses of them are completely at random while Needle Man himself is basically Mega Man 3's Quick Man.
    • Oh dear god, the Doc Robots. These guys are basically Mega Man 2's bosses on steroids: stand out examples being Doc Quick, Doc Flash, and Doc Wood.
    • The Holograph Mega Mans are hell if you don't eliminate the real one at the beginning.