Tuesday, December 30, 2014

NintendoCapriSun plays Mega Man 3 - Part 1 of 8

You knew it was coming, guys.

Well, we got eight more Robot Masters. What else is new? Oh, forgot. Rush and Proto Man...and sliding!

Magnet Man


The magnet robots that fly around in the air basically draw you in and take you backwards through the stage. You won't run into them, but you have to admit, you can tell that Capcom came a long way from the first Mega Man game from these guys alone.

To slide, just hold Down on the Control Pad and press A. This move debuted here, and it can be used not only to slip under narrow corridors but also get away from enemies when necessary.

You'll definitely be needing the slide against Proto Man. Slide over him when he jumps, and shoot him in the back. Avoid his firepower, then slide under him again and repeat until he teleports out of there. Why he's shooting at you, I don't know.

The spring monsters that went across from the floor in the second game are back, and this time they're not only giant-sized and stationary, they also shoot missiles. It's like they evolved or something. The missiles home in on you, but they're slow to turn, so you shouldn't have any problem shooting down the missiles - and the robot - with your regular weapon.

The one-eyed robots with the two legs just amble towards you. They're pretty easy to kill.

The turbines in the wall suck you in when you get close enough. They're harmless now, but a little later in the level, they can prove fatal if you're not careful.

Once you go down that second ladder, those stupid blocks in the wall that come in and out appear again. Yes, they return with a vengeance again. Once again, pattern repetition and recognition come into play. (Hey, that sounded pretty cool.)

To beat Magnet Man, stay away from him and keep on shooting with the Proto Buster. Run or slide under him when he jumps, and he'll leap over you easily. When he tries to draw you in with his magnetism powers, just keep running away from him. You'll slowly distance yourself away from him. When he jumps up high in the air, stay on the move to avoid the magnets that he fires at you. They'll miss you just like that.

Beating Magnet Man will give you the Magnet Missile.

Hard Man


Hey, Beavis. He said "hard."

Also...jeebus christ, he looks like a freakin' penis.

5:01 - FFFFFFFUUUUUUUUUUUU

The bee robots toss down a cocoon, which unleashes five smaller bees upon impact with the ground. Shoot them down, and maybe, just maybe, you might be able to get some much-needed power-ups. Or you can can get extra lives...if they're not lodged into the ground that is.

Stay on the move with those green pipes on the ground, so you don't get snacked on by the pirahna robots inside.

You are equipped with Rush Coil at the beginning of the game. Meet Rush, Mega Man's rad red dog companion. He has many functions that you'll see not only in this game, but in other ones as well. Rush Coil lets you jump high into the air whenever you jump onto Rush's back. Just call Rush with the B button, then jump up and prepare to get some major hangtime.

The Sniper Joes are back, and this time they're throwing bolas. After they throw one, they leave themselves exposed by opening their one eye. Shoot them as you wait for them to start winding up faster just prior to their throw, then jump over their weapon and fire away again.

The gorillas from the Wood Man stage return with a vengeance. Sheesh, more returning enemies. These guys can be taken out much like in the second game: just shoot them from afar or take them out with one of your special weapons. Your Magnet Missile might be a good idea for the moment, but you're going to need it against Hard Man. They're easy to take down with the Proto Buster, provided you have enough distance and the means to actually reach them prior to firing.

Also, if you keep moving when you get close enough for them to drop down and hound you, they'll eventually hang on the ceiling again if you avoid them long enough.

The robot on the dozer is easy to kill. Just stay out of their way and shoot the guy controlling it in the head.

Unlike the last game, where you could only carry four Energy Tanks, you can carry as much as 99 this time around. This is very useful and is potentially game-breaking in case you farm them.

Yep, the Mettaurs are back again. Shoot them when they look out of their hats and avoid their firepower, which they always do when you get close enough to them.

When fighting Proto Man here, stay in the center and be prepared to both jump over his firepower and slide under him when he jumps.

The crushing robots are back, too. This time, shoot them when they open their eyes to take them out. At least you can slide under them now in case you can't kill them.

To beat Hard Man, jump over his fists. They have a rather short range and they'll return to him, so keep that in mind. You can shoot him with the Proto Buster as he's trying to punch you to death. When he gets into the air, you can hit him with the Magnet Missile if necessary. Don't be in his path when he plummets back into the ground after jumping.


Beating Hard Man gives you the Hard Knuckle.

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