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* DWN-024: Shadow Man, gives the [[GratuitousNinja Shadow Blade]]

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* DWN-024: Shadow Man, gives the [[GratuitousNinja [[FuumaShuriken Shadow Blade]]



* BalanceBuff: Several of the more underwhelming weapons from ''Mega Man 3'' and ''4'' were given a power boost in this game to make them more worthwhile.
** The Gemini Laser deals more damage, pierces through enemies, and moves faster.
** The Search Snake isn't as notable, but it can harm certain types of enemies immune to Mega Man'a other weapons.
** The Spark Shock lets you pause and switch weapons to take out a paralyzed enemy, making it infinitely more useful.
** The Skull Barrier can take three hits from projectiles before dissipating.



* CrutchCharacter: The Shadow Blade is downgraded to this, compared to [[VideoGame/MegaMan3 the NES game]]. It kills most enemies in the first four stages in 1-2 hits, but is far less effective on the enemies from ''VideoGame/MegaMan4''.

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* CrutchCharacter: The Shadow Blade is downgraded to this, compared to [[VideoGame/MegaMan3 the NES game]].this. It kills most enemies in the first four stages in 1-2 hits, but is far less effective on the enemies from ''VideoGame/MegaMan4''.



* GiantMook: Although the regular kind are absent, Giant Suzy acts as a giant version of the Adhering Suzy (or Octopus Battery) enemy from [[VideoGame/MegaMan1 the first game]] (and ''Dr. Wily's Revenge'').



* KingMook: Although the regular kind are absent, Giant Suzy acts as a giant version of the Adhering Suzy (or Octopus Battery) enemy from [[VideoGame/MegaMan1 the first game]] (and ''Dr. Wily's Revenge'').



* MarathonLevel: The Wily Station stage is far and away the longest stage in the game, with no breaks to be found at all. Even worse is that another Giant Suzy (previously fought as a boss between each set of Robot Masters) has to be fought near the end.

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* MarathonLevel: MarathonLevel:
** Dust Man's stage is the longest of the Robot Master stages, with lots of tricky platforming and SpikesOfDoom.
**
The Wily Station stage is far and away the longest stage in the game, with no breaks to be found at all. Even worse is that another Giant Suzy (previously fought as a boss between each set of Robot Masters) has to be fought near the end.



* SequelEscalation: Actually a little less than in the previous game, but there is a proper boss select screen for the ''Mega Man 4'' Robot Masters, instead of the teleporting hatches in the previous game. This, incidentally, makes ''Mega Man III'' the only one of the Game Boy entries not to have a teleporter room.
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* BlackoutBasement: Present in Shadow Man's stage and Wily Station thanks to the Hologran enemies. This time, however, their black starfield effect ''also'' covers up the HUD.

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* BlackoutBasement: Present The Hologran enemies present in Shadow Man's stage and Wily Station thanks to cause the Hologran enemies.entire screen to go dark whenever they appear. This time, however, their black starfield effect ''also'' covers up the HUD.
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[[caption-width-right:270:The Rock goes portable... [[RunningGag yet]] [[RuleOfThree again]].]]

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[[caption-width-right:270:The Rock goes portable... [[RunningGag yet]] [[RuleOfThree again]].]]



* EleventhHourSuperpower: The Screw Crusher is this game's unique weapon, and it boasts a high amount of ammunition and is effective on a number of enemies, and is the only weapon that can damage the FinalBoss. Like the past two games, though, you're only given the chance to use it in the final stage, and it isn't saved with passwords (though by getting a Game Over and returning to the stage select, it can be brought into the second set of Robot Master stages).

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* EleventhHourSuperpower: The Screw Crusher is this game's unique weapon, and it boasts a high amount of ammunition and is ammunition, effective on a number of enemies, and is the only weapon that can damage the FinalBoss. Like the past two games, though, you're only given the chance to use it in the final stage, and it isn't saved with passwords (though by getting a Game Over and returning to the stage select, it can be brought into the second set of Robot Master stages).

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* EleventhHourSuperpower: The Screw Crusher is this game's unique weapon, and it boasts a high amount of ammunition and is effective on a number of enemies, and is the only weapon that can damage the FinalBoss. Like the past two games, though, you're only given the chance to use it in the final stage, and it isn't saved with passwords (though by getting a Game Over and returning to the stage select, it can be brought into the second set of Robot Master stages).
* AbilityRequiredToProceed: Most of the second set of Robot Master stages require the use of the Rush Coil or Rush Jet to proceed. Notably, Dust Man's stage requires using Rush Coil over a long bed of spikes -- and using Rush Jet to fly over it isn't an option because defeating Dust Man is the only way to get it.



* AntiFrustrationFeatures: The Wily Station has a second checkpoint in the section right before the final boss, allowing the player to recharge the Screw Crusher if (for whatever reason) they run out of it during the second phase.



* BlackoutBasement: Present in Shadow Man's stage and Wily Station thanks to the Hologran enemies. This time, however, their black starfield effect ''also'' covers up the HUD.



* ContractualBossImmunity: Like Enker before him, Punk is only vulnerable to the Mega Buster; all other weapons are useless on him. This also applies to the Wily Machine, which is only damaged by the Mega Buster in its first form, and the Screw Crusher in its second.
* CrutchCharacter: The Shadow Blade is downgraded to this, compared to [[VideoGame/MegaMan3 the NES game]]. It kills most enemies in the first 4 stages in 1-2 hits, but is far less effective on the enemies from VideoGame/MegaMan4.

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* ContractualBossImmunity: Like Enker before him, Punk is only vulnerable to the Mega Buster; all other weapons are useless on him. This also applies to the Wily Machine, which is only damaged by the charged Mega Buster shots in its first form, and the Screw Crusher in its second.
* CrutchCharacter: The Shadow Blade is downgraded to this, compared to [[VideoGame/MegaMan3 the NES game]]. It kills most enemies in the first 4 four stages in 1-2 hits, but is far less effective on the enemies from VideoGame/MegaMan4.''VideoGame/MegaMan4''.



* DemBones: Skull Man, his stage and the Skeleton Joe enemies.
* DifficultySpike: The levels for the ''Mega Man 4'' Robot Masters are somewhat harder than those of their ''Mega Man 3'' counterparts (especially Dive Man and Dust Man's), but at least your weapons are recharged between the levels unlike in the preceding or succeeding game.

to:

* DemBones: Skull Man, his stage stage, and the Skeleton Joe enemies.
* DifficultySpike: The levels for the ''Mega Man 4'' Robot Masters are somewhat harder than those of their ''Mega Man 3'' counterparts (especially Dive Man and Dust Man's), but at least your weapons are recharged between the levels unlike in the preceding or succeeding game.
enemies.



* EverythingMakesAMushroom: In the ending, Dr. Wily's smoking UFO drops into the sea with one of these, albeit shaped like a skull. Which then makes a SingleTear.



* HomingProjectile: The Dive Missile returns from ''VideoGame/MegaMan4'', and is a little more useful thanks to the Game Boy's smaller screen size.
* JungleJapes: Snake Man's stage is set against a jungle background, unlike his original NES stage. However, not much is done with it, outside of giving the original "the ground is made of giant robot snakes" motif a more natural setting.



* OrbitingParticleShield: The Skull Barrier makes its return, but is significantly stronger than it was in ''VideoGame/MegaMan4'' as it now takes three hits (not just one) before dissapearing.

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* OrbitingParticleShield: The Skull Barrier makes its return, but is significantly stronger than it was in ''VideoGame/MegaMan4'' as it now takes three hits from projectiles (not just one) before dissapearing.disappearing.



* SequelDifficultySpike: Granted, ''anything'' would have been harder than the previous game, but it's still very difficult all the same, even by ''Mega Man'' standards.


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* VillainExitStageLeft: After his defeat, Dr. Wily escapes Mega Man via a conveniently-placed hatch in the floor. His UFO escapes the self-destructing Wily Station, only to drop into the sea [[EverythingMakesAMushroom with a skull-shaped mushroom cloud]].
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* CrutchCharacter: The Shadow Blade is downgraded to this, compared to [[VideoGame/MegaMan3 the NES game]]. It kills most enemies in the first 4 stages in 1-2 hits, but is far less effective on the enemies from VideoGame/MegaMan4.

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Dr. Wily's latest scheme has seen him convert an abandoned oil rig into his latest Wily Station, and he intends to use the drilling equipment to harness the energy of the Earth's core. Mega Man knows that Dr. Wily likely hasn't taken up an interest in environmentally friendly energy, and sets out to stop him. In his way are eight rebuilt Robot Masters, along with Wily's second attempt at creating a Mega Man Killer, Punk.

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Dr. Wily's latest scheme has seen him convert an abandoned oil rig into his latest Wily Station, hijack a supercomputer that governs daily life across the world, causing abnormal weather, transportation failures, and other such chaos. If that weren't enough, he intends also sends out an army of robots to use the drilling equipment to harness the energy of the Earth's core. cause chaos and mayhem, and as per usual Mega Man knows that Dr. Wily likely hasn't taken up an interest in environmentally friendly energy, and sets out to stop him. In his way are eight rebuilt Robot Masters, along with Wily's second attempt at creating a Mega Man Killer, Punk.



* DCN-027: Drill Man, gives the [[ThisIsADrill Drill Bomb]]
* DCN-030: Dust Man, gives the [[ExtraOreDinary Dust Crusher]]
* DCN-031: Dive Man, gives the [[HomingProjectile Dive Missile]]
* DCN-032: Skull Man, gives the [[CastingAShadow Skull Barrier]]

to:

* DCN-027: DWN-027: Drill Man, gives the [[ThisIsADrill Drill Bomb]]
* DCN-030: DWN-030: Dust Man, gives the [[ExtraOreDinary Dust Crusher]]
* DCN-031: DWN-031: Dive Man, gives the [[HomingProjectile Dive Missile]]
* DCN-032: DWN-032: Skull Man, gives the [[CastingAShadow Skull Barrier]]



* AllThereInTheManual: None of the storyline is really explained in the game, with Wily's base being at sea the only thing to suggest his particular scheme this time around.

to:

* AllThereInTheManual: None of the storyline is really explained in the game, with Wily's base being at sea which seamlessly hides the only thing fact that the Western storyline is completely different (with Wily instead trying to suggest harness the energy of Earth's core via his particular scheme this time around.Wily Station, wih no mention of the supercomputer subplot).



* ClippedWingAngel: [[spoiler:The final form of the [[FinalBoss Wily Machine]]]] has only one easily-dodged attack that deals a pittance of damage, especially compared to the first form. It also remains stationary, again contrasting its first form.

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* ClippedWingAngel: [[spoiler:The The final form of the [[FinalBoss Wily Machine]]]] Machine]] has only one easily-dodged attack that deals a pittance of damage, especially compared to the first form. It also remains stationary, again contrasting its first form. On the flip side, only one weapon can harm it and the challenge comes from trying to hit him with it, but even then a player's not likely to run out of ammo.
* ContractualBossImmunity: Like Enker before him, Punk is only vulnerable to the Mega Buster; all other weapons are useless on him. This also applies to the Wily Machine, which is only damaged by the Mega Buster in its first form, and the Screw Crusher in its second.
* DeadlyDisc: Punk's Screw Crusher, which is thrown in an arc and has a high ammunition level. Considering it's the only weapon that can beat the FinalBoss's second form, you'll need it.



* DramaticThunder: Present when Mega Man arrives outside the newest Wily Castle following the defeat of the first four Robot Masters.



* LongSongShortScene: Punk's {{Leitmotif}} ends abruptly when Mega Man enters the room they fight in, before it could loop.
* MarathonLevel: The Wily Station stage is far and away the longest stage in the game, with no breaks to be found at all.

to:

* LongSongShortScene: Punk's {{Leitmotif}} {{leitmotif}} ends abruptly when Mega Man enters the room they fight in, before it could can loop.
* MarathonLevel: The Wily Station stage is far and away the longest stage in the game, with no breaks to be found at all. Even worse is that another Giant Suzy (previously fought as a boss between each set of Robot Masters) has to be fought near the end.


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* OrbitingParticleShield: The Skull Barrier makes its return, but is significantly stronger than it was in ''VideoGame/MegaMan4'' as it now takes three hits (not just one) before dissapearing.


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* RecurringBoss: Giant Suzy antagonizes Mega Man twice; first at the start of the Wily Castle (before encountering the second set of Robot Masters), and again near the end of the Wily Station.


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* SupervillainLair: The Wily Castle makes its return, though in a unique twist, the second set of Robot Master stages are all set ''inside'' the castle itself.
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* DWN-027: Drill Man, gives the [[ThisIsADrill Drill Bomb]]
* DWN-030: Dust Man, gives the [[ExtraOreDinary Dust Crusher]]
* DWN-031: Dive Man, gives the [[HomingProjectile Dive Missile]]
* DWN-032: Skull Man, gives the [[CastingAShadow Skull Barrier]]

to:

* DWN-027: DCN-027: Drill Man, gives the [[ThisIsADrill Drill Bomb]]
* DWN-030: DCN-030: Dust Man, gives the [[ExtraOreDinary Dust Crusher]]
* DWN-031: DCN-031: Dive Man, gives the [[HomingProjectile Dive Missile]]
* DWN-032: DCN-032: Skull Man, gives the [[CastingAShadow Skull Barrier]]
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* HardLevelsEasyBosses: Despite the game's notoriously difficult level designs, its Robot Master battles are actually pretty easy for the most part, thanks to the introduction of the Mega Buster's charge ability.

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* ClippedWingAngel: [[spoiler:The final form of the [[FinalBoss Wily Machine]]]] has only one easily-dodged attack that deals a pittance of damage, especially compared to the first form. It also remains stationary, again contrasting its first form.



* RearrangeTheSong: After the mixed (to say the least) reception of the previous game's almost entirely original soundtrack, this game went back to the ''Dr. Wily's Revenge'' approach and mostly reused music from the NES entries, with a few new original themes along the way.

to:

* RearrangeTheSong: After the mixed (to say the least) reception of the previous game's almost entirely original soundtrack, this game went back to the ''Dr. Wily's Revenge'' approach and mostly reused used remixed music from the NES entries, with a few new original themes along the way.
Is there an issue? Send a MessageReason:
Has nothing to do with familiarity with in-universe fiction.


Dr. Wily's latest scheme has seen him convert an abandoned oil rig into his latest Wily Station, and he intends to use the drilling equipment to harness the energy of the Earth's core. Mega Man is GenreSavvy enough to know that Dr. Wily likely hasn't taken up an interest in environmentally friendly energy, and sets out to stop him. In his way are eight rebuilt Robot Masters, along with Wily's second attempt at creating a Mega Man Killer, Punk.

to:

Dr. Wily's latest scheme has seen him convert an abandoned oil rig into his latest Wily Station, and he intends to use the drilling equipment to harness the energy of the Earth's core. Mega Man is GenreSavvy enough to know knows that Dr. Wily likely hasn't taken up an interest in environmentally friendly energy, and sets out to stop him. In his way are eight rebuilt Robot Masters, along with Wily's second attempt at creating a Mega Man Killer, Punk.
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None

Added DiffLines:

[[quoteright:270:http://static.tvtropes.org/pmwiki/pub/images/rockmanworld3.png]]
[[caption-width-right:270:The Rock goes portable... [[RunningGag yet]] [[RuleOfThree again]].]]

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* DWN-024: Shadow Man, gives the [[InstantAwesomeJustAddNinja Shadow Blade]]

to:

* DWN-024: Shadow Man, gives the [[InstantAwesomeJustAddNinja [[GratuitousNinja Shadow Blade]]
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* NintendoHard: Oh yes. Though the ''Mega Man'' series is this in general, ''III'' is widely considered to be the hardest game in the Game Boy series, if not the franchise itself.

to:

* NintendoHard: Oh yes. Though the ''Mega Man'' series is this in general, ''III'' is widely often considered to be the hardest game in the Game Boy series, if not the franchise itself.itself. It's usually considered a toss-up between this game, which has extremely tough level design bordering on outright PlatformHell in the second half, and ''Dr. Wily's Revenge'', which is shorter and has slightly easier levels, but no Charge Shot, no energy tanks, very few item drops, and no Rush equivalent until you get to the first Wily stage.



* SequelDifficultySpike: Granted, ''anything'' would have been harder than the previous game, but it's still very difficult all the same. The level designs are as hard as (if not a little harder than) those of ''Dr. Wily's Revenge'', but the addition of Rush, the slide move, energy tanks and the Charge Shot make the game overall somewhat easier than the first Game Boy entry.

to:

* SequelDifficultySpike: Granted, ''anything'' would have been harder than the previous game, but it's still very difficult all the same. The level designs are as hard as (if not a little harder than) those of ''Dr. Wily's Revenge'', but the addition of Rush, the slide move, energy tanks and the Charge Shot make the game overall somewhat easier than the first Game Boy entry.same, even by ''Mega Man'' standards.
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* LongSongShortScene: Punk's {{Leitmotif}} ends abruptly when Mega Man enters the room they fight in, before it could loop.

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* AstralFinale: {{Averted|Trope}}. This is the only game in the Game Boy series in which Mega Man doesn't go to space at any point.



* StrictlyFormula: By now the Game Boy sub-series was settling into a pretty recognisable format, though the following game would shake it up a little (and ''Mega Man V'' would shake it up a '''lot''').

to:

* StrictlyFormula: By now the Game Boy sub-series was settling into a pretty recognisable format, format (despite the lack of an AstralFinale that was present in the other games), though the following game would shake it up a little (and ''Mega Man V'' would shake it up a '''lot''').

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Dr. Wily's latest scheme has seen him convert an abandoned oil rig into his latest Skull Castle, and he intends to use the drilling equipment to harness the energy of the Earth's core. Mega Man is GenreSavvy enough to know that Dr. Wily likely hasn't taken up an interest in environmentally friendly energy, and sets out to stop him. In his way are eight rebuilt Robot Masters, along with Wily's second attempt at creating a Mega Man Killer, Punk.

to:

Dr. Wily's latest scheme has seen him convert an abandoned oil rig into his latest Skull Castle, Wily Station, and he intends to use the drilling equipment to harness the energy of the Earth's core. Mega Man is GenreSavvy enough to know that Dr. Wily likely hasn't taken up an interest in environmentally friendly energy, and sets out to stop him. In his way are eight rebuilt Robot Masters, along with Wily's second attempt at creating a Mega Man Killer, Punk.



* DCN-027: Drill Man, gives the [[ThisIsADrill Drill Bomb]]
* DCN-030: Dust Man, gives the [[ExtraOreDinary Dust Crusher]]
* DCN-031: Dive Man, gives the [[HomingProjectile Dive Missile]]
* DCN-032: Skull Man, gives the [[CastingAShadow Skull Barrier]]

to:

* DCN-027: DWN-027: Drill Man, gives the [[ThisIsADrill Drill Bomb]]
* DCN-030: DWN-030: Dust Man, gives the [[ExtraOreDinary Dust Crusher]]
* DCN-031: DWN-031: Dive Man, gives the [[HomingProjectile Dive Missile]]
* DCN-032: DWN-032: Skull Man, gives the [[CastingAShadow Skull Barrier]]



* DifficultySpike: The levels for the ''Mega Man 4'' Robot Masters are somewhat harder than those of their ''Mega Man 3'' counterparts, and your weapons aren't recharged between the levels. The latter of which was also true for the previous game, but less of a problem due to the game's overall easier difficulty.

to:

* DemBones: Skull Man, his stage and the Skeleton Joe enemies.
* DifficultySpike: The levels for the ''Mega Man 4'' Robot Masters are somewhat harder than those of their ''Mega Man 3'' counterparts, counterparts (especially Dive Man and Dust Man's), but at least your weapons aren't are recharged between the levels. levels unlike in the preceding or succeeding game.
* GiantMook: Although the regular kind are absent, Giant Suzy acts as a giant version of the Adhering Suzy (or Octopus Battery) enemy from [[VideoGame/MegaMan1 the first game]] (and ''Dr. Wily's Revenge'').
* MarathonLevel:
The latter of which was also true for Wily Station stage is far and away the previous longest stage in the game, but less of a problem due with no breaks to be found at all.
* NintendoHard: Oh yes. Though
the game's overall easier difficulty.''Mega Man'' series is this in general, ''III'' is widely considered to be the hardest game in the Game Boy series, if not the franchise itself.
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None


* SuspiciouslySimilarSong: The way that the background keys change in the final level of the game is almost identical to those of the theme song of TheLegendOfZelda

to:

* SuspiciouslySimilarSong: The way that UniqueEnemy: In Wily Station, a Neo Metall from ''VideoGame/MegaMan2'' and an original Metall from ''[[VideoGame/MegaMan1 Mega Man]]'' appear. Those two are the background keys change only ones of their respective kind in the final level of the game is almost identical to those of the theme song of TheLegendOfZeldagame.
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Added DiffLines:

* SuspiciouslySimilarSong: The way that the background keys change in the final level of the game is almost identical to those of the theme song of TheLegendOfZelda
Is there an issue? Send a MessageReason:
None


* DCN-027: Drill Man, weak to Dive Missile, gives the [[ThisIsADrill Drill Bomb]]

to:

* DCN-027: Drill Man, weak to Dive Missile, gives the [[ThisIsADrill Drill Bomb]]

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''Mega Man III'' combines the expanded campaign from ''Mega Man II'' with the polish, execution and difficulty of ''Dr. Wily's Revenge'', and as such is generally regarded as a better game than both of its two predecessors, albeit not quite up to the standards of the two following entries. The gameplay is pretty much identical to the NES ''VideoGame/MegaMan4'', meaning that the Charge Shot is added to Mega Man's repetoire for this outing.

to:

''Mega Man III'' combines the expanded campaign from ''Mega Man II'' with the polish, execution and difficulty of ''Dr. Wily's Revenge'', and as such is generally regarded as a better game than both of its two predecessors, albeit not quite up to the standards of the two following entries. The gameplay is pretty much identical to the NES ''VideoGame/MegaMan4'', meaning that the Charge Shot is added to Mega Man's repetoire repertoire for this outing.


Added DiffLines:

* DifficultySpike: The levels for the ''Mega Man 4'' Robot Masters are somewhat harder than those of their ''Mega Man 3'' counterparts, and your weapons aren't recharged between the levels. The latter of which was also true for the previous game, but less of a problem due to the game's overall easier difficulty.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

The third of the five ''[[VideoGame/MegaManClassic Mega Man]]'' entries on the Game Boy, ''Mega Man III'' (known as ''Rockman World 3'' in Japan) gets things back on track after the oddness of ''VideoGame/MegaManII''. It helped that ''VideoGame/MegaManDrWilysRevenge'' developer Minakuchi Engineering was reinstated as the Game Boy series' developer for this and the subsequent two outings.

Dr. Wily's latest scheme has seen him convert an abandoned oil rig into his latest Skull Castle, and he intends to use the drilling equipment to harness the energy of the Earth's core. Mega Man is GenreSavvy enough to know that Dr. Wily likely hasn't taken up an interest in environmentally friendly energy, and sets out to stop him. In his way are eight rebuilt Robot Masters, along with Wily's second attempt at creating a Mega Man Killer, Punk.

''Mega Man III'' combines the expanded campaign from ''Mega Man II'' with the polish, execution and difficulty of ''Dr. Wily's Revenge'', and as such is generally regarded as a better game than both of its two predecessors, albeit not quite up to the standards of the two following entries. The gameplay is pretty much identical to the NES ''VideoGame/MegaMan4'', meaning that the Charge Shot is added to Mega Man's repetoire for this outing.

Robot Masters from ''VideoGame/MegaMan3'':

* DWN-019: Gemini Man, gives the [[ReflectingLaser Gemini Laser]]
* DWN-022: Snake Man, gives the [[WallCrawl Search Snake]]
* DWN-023: Spark Man, gives the [[StaticStunGun Spark Shock]]
* DWN-024: Shadow Man, gives the [[InstantAwesomeJustAddNinja Shadow Blade]]

Robot Masters from ''VideoGame/MegaMan4'':

* DCN-027: Drill Man, weak to Dive Missile, gives the [[ThisIsADrill Drill Bomb]]
* DCN-030: Dust Man, gives the [[ExtraOreDinary Dust Crusher]]
* DCN-031: Dive Man, gives the [[HomingProjectile Dive Missile]]
* DCN-032: Skull Man, gives the [[CastingAShadow Skull Barrier]]

The remaining Robot Masters from ''4'' NES were held over until the following Game Boy outing.

New for this game:

* MKN-002: Punk, gives the [[AbsurdCuttingPower Screw Crusher]]

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!!Tropes:

* AllThereInTheManual: None of the storyline is really explained in the game, with Wily's base being at sea the only thing to suggest his particular scheme this time around.
* RearrangeTheSong: After the mixed (to say the least) reception of the previous game's almost entirely original soundtrack, this game went back to the ''Dr. Wily's Revenge'' approach and mostly reused music from the NES entries, with a few new original themes along the way.
* SequelDifficultySpike: Granted, ''anything'' would have been harder than the previous game, but it's still very difficult all the same. The level designs are as hard as (if not a little harder than) those of ''Dr. Wily's Revenge'', but the addition of Rush, the slide move, energy tanks and the Charge Shot make the game overall somewhat easier than the first Game Boy entry.
* SequelEscalation: Actually a little less than in the previous game, but there is a proper boss select screen for the ''Mega Man 4'' Robot Masters, instead of the teleporting hatches in the previous game. This, incidentally, makes ''Mega Man III'' the only one of the Game Boy entries not to have a teleporter room.
* StrictlyFormula: By now the Game Boy sub-series was settling into a pretty recognisable format, though the following game would shake it up a little (and ''Mega Man V'' would shake it up a '''lot''').
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