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Mega Man 3

Rockman 3 Dr.ワイリーの最期!?

Developer / Publisher: Capcom
28 September 1990
Mega Man 3 [Rockman 3 Dr.ワイリーの最期!?] - cover art
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591 Ratings / 7 Reviews
#955 All-time
#5 for 1990
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1990 Capcom  
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JP 4 976219 012263 CAP-XU
1990 Capcom  
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XNA 0 13388 11025 4 NES-XU-USA
1992 Capcom Nintendo  
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XEU 0 45496 43040 5 NES-XU-NOE
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2008 Capcom  
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ロックマン3 Dr.ワイリーの最期!? 初代PSアーカイブス
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The third entry is a series of improvements and a few steps backward. While the innovations the game brings do wholeheartedly make the series better, at some point there is some head-scratching game design that felt like a regression to the formula they have established.

To go over the improvements, the simple addition of a slide mechanic feels great to control and makes traversing each level feel more dynamic. I felt I had more options when dealing with enemies making running past them a viable option that doesn't result in me getting hurt. For the first half of the game, I'd say the levels have been some of my favorite of the game so far. The same goes for the robot masters where each fight felt very hectic but had a somewhat clear pattern. I wish some of these fights were not just trivialized by other weapons and were manageable with the mega-buster. Gemi-Man is a great example of a fight I like where figuring out the rhythm of the attack patterns is very satisfying but is harmed by the fact you can destroy him with a specific weapon. The final addition I enjoyed was transforming the special weapons into the adorable robot-dog companion Rush. He still pretty much serves the same purpose as the special weapons but I'd rather look at a cute dog than a random gadget.

Onto the missteps, I said I only enjoyed half of these levels because the other half felt like a test of patience with trial and error being the main method to get through them. I did not mind the added difficulty of the revisited stages, outside of instant death spikes, but the Doc-Robot fights were not that fun. The idea is interesting with you revisiting Mega Man 2 fights but with little knowledge as to what type of boss was coming and what their weakness is I ended up dying a lot in these sections. Finally the reliance on using Rush in the Wily stages is not necessarily a bad thing but similarly to parts of the last game as soon as you run out of energy for Rush you might as well get a game over.

I still enjoyed my time with this entry and was overall less frustrated with this entry when compared to the first one. Experimentation did lead the series off better in the long run but I was a little sad to see them slightly miss the mark.
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ThatOneLupin 2024-04-17T18:20:26Z
2024-04-17T18:20:26Z
3.0
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If any Mega Man's overrated, it's this one. Might just be a skill issue but this game is more frustrating than the first two games. There's multiple sections where you have to do tight platforming while handling with enemies that spawn right in front of you. Spark Man's stage has the best example of this. Thank god the Rush Jet/Marine exists.

I was also really disappointed by the Wily Fortress in this one. It doesn't reach the lows of the wily castle from MM2 but it's still unsatisfying to go through and lacks any challenge aside from the dumb bosses. No comments on the Doc robot stages. The weaknesses are made even less clear and I feel this problem will only get worse with future entries, as far as blind playthroughs go (well, mostly blind until I just give up and google the weaknesses). Half of the weapons also felt gimmicky and hard to use outside of weaknesses so I just stuck with Gemini Laser, Shadow Blade and the Needle Cannon for the most part.

However, I still had fun with the first 8 levels and the slide mechanic is a breath of fresh air. The music's also close to and even surpasses MM2's at times. For example, Top Man and Shadow Man's themes are about as iconic as the Wily Castle theme from MM2 for me. For the amount of polish I couldn't tell the game was THIS unfinished until J Reviews said so.

Overall, this feels like a stepdown from the second game, but, maybe I'll learn to love it in the future. I will give this 5 out of 8 lemons.
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renegadexavier06 2024-03-31T13:45:58Z
2024-03-31T13:45:58Z
3.5
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I'm a big fan of the Megaman franchise, however I'll say that none of them are perfect games as I never like the boss rush in any of them to be compelling, this being no exception.

This feels like a step back from the second entry, mainly because I feel the bosses aren't as impressive as its predecessor even with the addition of the recurring mini boss in each stage. I guess Mega Man 2 [Rockman 2 Dr.ワイリーの謎] has everything positive I can say about this game, so check out my review there for more info of what I liked about these games.
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Foxylover92 2021-06-23T00:26:45Z
2021-06-23T00:26:45Z
4.0
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If I didn’t have the future hindsight of knowing how long the Mega Man series would be prolonged to proportions that makes Final Fantasy seem neatly bundled, here’s the entry where I would express how the third classic Mega Man game couldn’t have perfected the series peak of Mega Man 2 and it was time for Capcom to tie a bow on the series and bury it with the dying NES console. Alas, the series extended far beyond the days of Nintendo’s first home console, adapting with the times for years with several off-shoots and a couple of classic era renaissance titles. Eventually, Capcom themselves decided to freeze all of their Mega Man assets and leave the blue bomber behind to fester in the barges of their back catalog, resurrecting him only on occasion since. Because Capcom extended Mega Man’s lifespan past his glory days on the NES, it’s difficult to discern Mega Man 3’s place in the series, unlike Super Mario and Castlevania who had a select three games on the NES. Still, Mega Man 3 isn’t entirely an outlier from the third entry of other franchises simply due to Capcom lengthening the number of examples to use as a frame of reference when evaluating Mega Man’s evolution. Mega Man 3 is still a fading ring after the mighty crescendo of Mega Man 2, even if it’s predecessor did admittedly have some glaring flaws that needed to be addressed. However, the developers had established enough of an integral gameplay identity over the three titles so as not to repeat the same mistakes from the first game. Even with adding plenty of attributes like a standard sequel would, Mega Man 3 is still surprisingly rougher than Mega Man 2.

Let me preface Mega Man 3’s new plot premise with this statement: Dr Light. is an idiot. I understand that Capcom needed to make an effort to keep Dr. Wily as the central antagonist of the series by writing more roundabout ways to ignite his devious schemes other than on an evil whim. Still, the old man can’t be this naive to let Dr. Wily collaborate on a project involving a giant mech, along with the upkeep of eight conveniently numbered robots to assist in the labor. Batman may leave the Joker groveling at his defeat out of mercy instead of exterminating the pest, but he’d certainly never invite him into the Batcave to play with all the various doodads. We have to wonder if Mega Man keeps Wily alive after thwarting so many of his attempts of world domination in order to elongate his role as a heroic adventurer. It beats cleaning Dr. Light’s toilets like his sister, that’s for damn sure. Anyways, to no one's surprise except for the possibly senile Dr. Light, Wily takes the blueprints for their Gamma project and corrupts all eight Robot Masters. Once again, Mega Man has to venture off to defeat all eight of the Robot Masters and stop Wily from becoming the ruler of the future, even if I’d argue that he’s partially to blame for nonchalantly standing aside and letting it happen.

The changes Mega Man 3 makes to the blue bomber’s gameplay are relatively minor. However, the few advancements it does make persisted indefinitely as requisite staples relating to the blue bombers identity. By pressing the jump button while holding down on the D-pad, Mega Man will execute a slide move. Mega Man will make the same pixelated gaping expression as he does while jumping, and the motion of the slide move is smooth and responsive. A part of me wishes that Mega Man could accelerate through levels by sliding instead of being halted back to his normal momentum after one move, but I suppose throwing caution to the wind in Mega Man’s stages would be libel to kill him. Mega Man’s slide maneuver is impressively utilized many times across each level of the game. He’ll mostly slide beneath narrow crevices, sometimes timing his movements to avoid a chain of hazards like the industrial needles in Needle Man’s stage. Those bulky hopping robots from the first game return, but not as damage sponges to stall Mega Man before he enters a Robot Master’s chamber. In Mega Man 3, one leap off the ground from these mechanical moon shoes is enough to mitigate their encounter with the slide. Mega Man has been given a platforming mechanic that is both unique and practical, a true stride in innovation for the character.

The other change is more at face value, but is still significant nonetheless. Capcom decided to spruce up the three platforming gadgets by reimagining them as the loveable, slobbering Rush. Everyone says that dogs are a man’s best friend, so Capcom thought the same adage should extend to robot men as well. As I previously stated, Rush as a concept is simply to give a repeated Mega Man mechanic some personality, whether or not they were in desperate need of some in the first place. In saying this, Mega Man’s canine companion is equipped with some functions unseen in the previous game. Rush’s default ability is the Rush Coil, in which hopping on the buoyant screw on his back will give Mega Man a single jump boost. Rush Jet is a hoverboard extension of the second item from the previous game/the magnet beam, and the Rush Marine is an underwater vessel that carries Mega Man through the drink. As functional as Rush is with each of these, some are greatly underutilized. Rush Jet can of course be used to gloss over the tedium of some platforming sections, and Rush Coil will be frequently equipped for reaching the heights of planted E-Tanks and extra lives. The Rush Marine, however, is only useful for one section of Gemini Man’s stage, and it’s arguable if it makes the calamitous pit of water easier to traverse through. Regardless of Rush’s sporadic utility, how can I be harsh to this metallic pooch? He’s still a good boy.

Across all of Mega Man 3’s stages, one might notice the exponential increase in visual detail. In three games on the NES, it is now evident that the Mega Man series has hit a graphical stride, showing how far the series has come since the blank backgrounds and the colored blocks that composed the first game, and we’re still using the hardware of the NES to display it. Funny enough, all it took for the developers to achieve a more immersive look is to implement finer detail in the colored blocks. The descent down Shadow Man’s sewer shows the dim, dankness of the underground construction among the radiant flow of lava. Snake Man’s graphical blocks in its foreground visually represent the intricate scales of the green serpent it’s Robot Master is themed after. Hard Man’s (reserve all of your immature snickering for the end of this review) stage exhibits the rocky crevices of a cavern, and Needle Man’s metropolis roof tops exude a sense of a futuristic adventure with a visible cityscape in the background. Gemini Man’s stage is a surreal spectacle, using the strobe light effect from Flash Man’s stage to illuminate this strange, embryonic cave. Top Man’s stage is the most peculiar because its greenhouse stage shares the least commonality with its Robot Master. Would a hanukkah-themed level be considered too racy? I’d prefer something like that because while the stages in Mega Man 3 look astounding, the range of level diversity is a bit lacking. The theme of Spark Man, Needle Man, and Magnet Man ultimately boils down to traversing through a factory with a different aesthetic and enemies.

Who can we blame for Mega Man 3’s seemingly formulaic level theming? Apparently, it's the fans. Capcom enlisted the creative efforts of Mega Man’s fans to craft the game’s core bosses, and the chosen few out of several hundred submissions came to fruition. Evidently at this point, the elemental powers that shaped the Robot Masters of the first two Mega Man games became stale, and breaking out a thesaurus to find similar words to “fire” and “bubble” would’ve been lazy. The selection Capcom filtered through are more eclectic than those they previously came up with, but it does admittedly make the ordered trajectory of defeating them more difficult to process. Another factor of this that isn’t the fault of the fans is how shoddily executed many of the Robot Master’s weapons are. Of course, we can’t expect something as holy and divine as the Metal Blade for each iteration of Mega Man. Shadow Man’s blade serves as a fine surrogate, but it can only be thrown in five directions instead of eight. Unfortunately, a poor man’s Metal Blade is probably the best weapon featured here. The Spark Shock paralyzes enemies like the Ice Slasher, but Mega Man can’t change his weapon to even his standard blaster until the shock effect wears off. The Gemini Laser suffers from the same awkward utilization, as Mega Man must also wait until the beam stops ricocheting off the walls to fire another ray or switch weapons. The Hard Knuckle is too girthy (oh lord) to use on most enemies, and the Needle Cannon is basically the blaster that depletes the energy meter. I feel sorry for whoever submitted Top Man because his Top Spin is a laughably useless joke that does more damage to Mega Man than the enemy. I used the Metal Blade most of the time in Mega Man 2 because I wanted to, but here, I use the Shadow Blade and the blaster due to a lack of substantial alternatives.

Not only will the player find more difficulties in figuring out the weapon-related weaknesses of Mega Man 3’s Robot Masters, but they’ll also have to wrack their brains in translating this game’s weapons to the bosses of Mega Man 2. Before Wily’s Castle, Mega Man must trek through four additional stages comprising geographical locales of the main stages. In each of these four stages are two different bosses from the previous game, whose spirit floats down into a generic Robot Master avatar. Not only did I fail to see the point in reoffering Mega Man 2’s bosses in this slog of a section, but I disagree with the way these stages progress. One familiar Mega Man 2 boss encounter happens as a half-way point and if Mega Man dies, the defeat of the first Robot Master will not initiate a checkpoint. It seems rather harsh to force the player on a test of endurance after defeating a boss, considering this was always a penultimate achievement that ended the level up until this point. That, and they also have to flip through their arsenal to find a weak point and wish for the best, considering that the logic behind defeating the Robot Masters made for these weapons is shaky as it is. As for Wily’s Castle, the real climax of any Mega Man game, it's comparatively more underwhelming. The only shock here that hit me over the head like a whizzing dodgeball was the return of my old nemesis, The Yellow Devil, in a fight that mirrored the same one from the first game that made my first playthrough of the first game come to a screeching halt. Fortunately, even without the saving grace of the pause glitch, gulping down a six pack of energy tanks was an option I took that wasn’t available in the first game.

Most people claim that all of Mega Man 3’s cumbrous elements as listed above are due to the game suffering from a rushed development time. However, I am puzzled by this revelation because the Mega Man 2 boss rush seems like an augmentation that took valuable development time to implement rather than something that wasn’t finished. The one point of consideration in contextualizing Mega Man 3’s feeling of being misshapen can be traced with one new element. At certain points in a select few Robot Master stages, Mega Man will stop in his tracks at the sounds of a western-esque whistle. This catchy sound is the theme of a red robot of Mega Man’s relative stature who dons a shield, a sharp scarf, and a pair of shades. He’ll proceed to duel Mega Man with little intimidation because his jumping pattern and bullet spread are highly predictable. Once Mega Man reaches the end and defeats a corrupted Gamma controlled by Dr. Wily, the mysterious vagabond that interrupted Mega Man’s pacing in the Robot Master’s levels rescues Mega Man after a cube of garbage falls on him. After Mega Man regains consciousness in Dr. Light’s lab, he explains to Mega Man that the being that has been pursuing him is “Protoman,” the prototype of Mega Man created first by Dr. Light. Protoman made a valiant sacrifice in rescuing his younger brother, but all I saw was the escort after Mega Man had been hit. In fact, most of the exposition involving Protoman is told in the game’s manual. If I had to guess, the mystery element in the game’s narrative was the factor that stressed out the development period. If it had been fully composed, perhaps it would piece together all of the other attributes of Mega Man 3 that don’t make sense.

The classic Mega Man series on the NES is clearly one that is defined by its repeated idiosyncrasies. Mega Man 3 adds plenty to Mega Man’s foundation and while it’s nice that Mega Man can slide and he has a trusty animal sidekick at his aid, it doesn’t do all too much to elevate the series. Choosing between eight levels with themes based around their bosses and then trekking up to Dr. Wily in his towering domain is what defines Mega Man. Mega Man 3 is the entry in which Capcom realized that Mega Man had a tried and true formula, but they couldn’t let the series lose its luster so quickly. Even if their attempts at invigorating the same plot with a mystery character succeeded, I’m not sure the NES could support that kind of narrative. All the same, it’s nice to see that Mega Man 3 still marks a time when Capcom was willing to change up the familiarities of the blue bomber, and that effort translates well regardless of its faults.
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Erockthestrange 2017-07-21T20:04:41Z
2017-07-21T20:04:41Z
7.5
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Hehe. Hard Man. Hehe
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Embora não seja irretocável como o antecessor - me desagradam particularmente a dificuldade maior e os lags constantes - tem a mesma fórmula viciante com uma ou outra melhoria aqui e acolá.

Com apenas um ano de desenvolvimento, dá pra considerar as adições à franquia bem relevantes. O Proto Man é um novo personagem que pouco afeta o jogo e - espero - seria melhor utilizado no futuro, mas o Rush e a habilidade de deslizar acrescentam muita profundidade ao gameplay.

Em suma, Mega Man 3 é um jogaço e uma ótima forma de suceder um dos melhores jogos de sua geração.
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gabrielctps 2023-02-22T19:41:31Z
2023-02-22T19:41:31Z
4.0
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I got a serious nostalgia for this game, so there's a bias that comes with it, but this is my favourite NES Mega Man game. I like a lot of the levels, I love the music, I like how the game mixes things up– like Proto Man encounters for one. I like the progression of this game. This is also the first Mega Man game with an explicit narrative. I can't think of there being actual dialogue in the two games before it.

What does the story add? Not a whole lot. And it's not like the games were capable of having somewhat a story without dialogue (like in Mega Man 2). That being said, finding out that Proto Man is Mega Man's brother was the first plot twist I had ever encountered and that ending was effecting to me as a kid, as effecting as a story could be for seven year-old me.

The main 8 Robot Master stages are pretty good. Incorporating Rush's coil ability from the start is a good choice. I love Rush as a character and as a toolset for Mega Man's utilities. The second act of the game with the four revamped levels with two MM2 bosses is a good midpoint compared to MM2's formula of beating 8 Bosses then starting the final act of the Wily levels. I honestly found those Act 2 levels harder than the Wily Stages because the use of a mid-boss with the continue point being AFTER that boss intensified the challenge. Even with the second checkpoint at the second boss, the Act 2 levels are harder than the Wily stages; which are unextended levels but they have no checkpoints (aside from the Robot Masters rematch which thankfully is its own level, and not a precursor to the Wily fight like in other games). If you die at the boss, you are sent back to start. I like how they are smaller-sized, cohesive challenges. It gives the Wily Stages their own unique characteristic.

With the game throwing so many E-tanks at you in its final act, it's not too hard. In fact, I'd say Mega Man 3 is the easiest Mega Man, and I don't mean that in a bad way. It still challenges me and if I want to turn up the heat, I could always throw away all my E-tanks if I got a game over. Yeah, while Mega Man 2 deleted your E-tanks when you got a game over, MM3 lets you keep them which means you can collect them through the main levels then save them for the Act 2 and Act 3 stages.

This may be the peak of this NES formula. I haven't played those throwback Mega Mans later in the franchise (9 and 10), but it would be MEGA hard to top this one!
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DoubleCakes 2021-07-09T17:32:03Z
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themusicofghost Mega Man 3 2024-04-23T19:56:45Z
NES • XNA
2024-04-23T19:56:45Z
2.5
1
In collection Want to buy Used to own  
Foppishcrow Rockman 3 Dr.ワイリーの最期!? 2024-04-23T17:34:06Z
2024-04-23T17:34:06Z
3.5
In collection Want to buy Used to own  
pkbean Rockman 3 Dr.ワイリーの最期!? 2024-04-20T08:49:24Z
2024-04-20T08:49:24Z
3.5
In collection Want to buy Used to own  
GojiraTaiMosura Rockman 3 Dr.ワイリーの最期!? 2024-04-19T14:19:05Z
2024-04-19T14:19:05Z
4.0
In collection Want to buy Used to own  
ThatOneLupin Rockman 3 Dr.ワイリーの最期!? 2024-04-17T18:20:26Z
2024-04-17T18:20:26Z
3.0
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Upsilon_Nova Rockman 3 Dr.ワイリーの最期!? 2024-04-01T01:31:36Z
2024-04-01T01:31:36Z
2.5
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renegadexavier06 Rockman 3 Dr.ワイリーの最期!? 2024-03-31T13:45:58Z
2024-03-31T13:45:58Z
3.5
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FirstMate Rockman 3 Dr.ワイリーの最期!? 2024-03-29T17:33:46Z
2024-03-29T17:33:46Z
In collection Want to buy Used to own  
jcselement Mega Man 3 2024-03-29T11:04:59Z
NES • XNA
2024-03-29T11:04:59Z
3.0
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zanderman Rockman 3 Dr.ワイリーの最期!? 2024-03-26T19:50:44Z
2024-03-26T19:50:44Z
3.0
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Rijndah Rockman 3 Dr.ワイリーの最期!? 2024-03-25T21:15:27Z
2024-03-25T21:15:27Z
3.0
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jamep Rockman 3 Dr.ワイリーの最期!? 2024-03-17T04:31:32Z
2024-03-17T04:31:32Z
4.0
1
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Also known as
  • ロックマン3 Dr.ワイリーの最期!?
  • Mega Man 3
  • Rockman 3: Dr. Wily no Saigo!?
  • Rockman 3: The End of Dr. Wily!?
  • Mega Man 3 Mobile
  • View all [5] Hide

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  • Previous comments (5) Loading...
  • UnmistakableRin 2022-07-23 01:32:43.406761+00
    horrible level design
    reply
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  • heavymetalthunder 2022-09-30 18:19:36.208312+00
    best classic megaman
    reply
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  • CacoPholey 2022-11-16 22:07:41.138868+00
    I've come to accept that I'm just never gonna see what everyone else sees in this game (other than the music I'll give you that)
    reply
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  • KesiMiao 2023-01-07 13:44:30.166128+00
    Initial 8 stages are NES Megaman peak, then after that, uhh...
    reply
    • sudatantalus 2023-07-02 18:07:31.585413+00
      it gets better!
    • renegadexavier06 2024-03-31 13:34:15.527794+00
      No?
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  • LaneisLame 2023-03-23 22:26:52.749115+00
    The European box art 😭
    reply
    • batamamma 2023-04-02 19:27:34.419501+00
      MegaMan vs Heihachi Mishima
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  • Aysenthesys 2023-11-02 08:28:52.171055+00
    The level design feels much cheaper than the second game... but on the other hand, some parts of the game are definitely more balanced. You can't cheese the bosses anymore, for example; and there aren't as many health items available, so you can't just blast your way around the levels.
    Just like the second game, I also love some bits of "puzzle platforming" on the second part. It's a very good game, even if doesn't improve much on Megaman 2.

    Would have loved to finish it, but I accidentally selected "Choose chapter" instead on "Continue" on the final boss... and that took me to the first stage of Willy's castle. Damn! No way. Took me long enough to beat all the bosses at the end, granted some of them are fucking cheap. Wonder why this even was an option at this point? It's not like you can't choose ANY other chapter! It just takes you back.
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