Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU]

The Nintendo Famicom Cart. by Capcom Co., Ltd.

Rockman 3 - Dr. Wily no Saigo!? [Model CAP-XU] screenshot

Emulated in MAME !

DESCRIPTION

[CONSOLE] Nintendo Famicom Cart.

Rockman 3 Dr.ワイリーの最期!? © 1990 Capcom Company, Limited.

(Rockman 3 - Dr. Wily no Saigo!?)

Contenders blast Rockman, in his search for energy Crystals, through a galaxy of mining stations controlled by ruthless robots. An amazing 21 different levels of rapid fire help Mega Man battle against these armies of metal maniacs to gain their super powers. But the rebellious robots won't give up without using every android-annihilator known to Mega Man. That's when players call on Rush, the wonder dogdroid, for special mechanisms that speed them past danger and assist in enemy melt-down. It's man vs. metal as players have more fun than humanly possible.

TECHNICAL INFORMATION

Game ID: CAP-XU

TRIVIA

Rockman 3 was released on September 28, 1990 in Japan.

The subtitle of the game translates from Japanese as 'Dr. Wily's Last Moment!?'.

Development on Rockman 3 began at Capcom over a year after the release of Rockman 2. Akira Kitamura, the lead supervisor for the first two games quit his job at the company during that gap of time. Artist Keiji Inafune considered Rockman 3 as one of his least favorite entries in the series due to "[...] what went into the game and what was behind the release of the game." He had preset notions about successful development because of the team's good experience with Rockman 2 and found that his new superior "didn't really understand Rockman the way his predecessor did". During the game's production, the developers lost the main planner, so Inafune had to take over that job for its completion. Inafune recalled the final two months of development as particularly turbulent, when he had to take responsibility for assessing and dividing up tasks among the team members who were not meeting deadlines. The team was forced to put Rockman 3 on the market before they thought it was ready. Inafune concluded, "I knew that if we had more time to polish it, we could do a lot of things better, make it a better game, but the company said that we needed to release it. The whole environment behind what went into the production of the game is what I least favored. Numbers one and two – I really wanted to make the games; I was so excited about them. Number three – it just turned very different."

Rockman 3 brought new characters and gameplay mechanics to the franchise. Though Inafune considers the gameplay to have lost some of its simplicity, he felt Mega Man's slide ability was successfully implemented to enhance the player's control while battling enemies.

Rockman's sidekick dog Rush was designed by combining the functionality of three support tools from Rockman 2, which would ease the player's navigation of stages. In addition to the Marine and Coil modes, Rush was originally intended to have a "drill" mode that would allow Mega Man to tunnel underground.

Another new character, Blues (a.k.a. Proto Man), was introduced in a way that the player would be unable to tell if he was an ally or an enemy to Rockman. His design was influenced by anime, and he was given both a scarf and shield to make him appear tougher than Rockman. The design team wanted Blues to sport uncovered hair, but they instead opted for an open-faced helmet illustration for both the television commercials and instruction manual. Blues's name, Blues, was changed by Capcom's North American division to Proto Man despite Inafune's protests. Capcom did this not only to be consistent with Rockman's English name, but because they thought that the name Blues made no sense. Inafune attempted to defend it due to the name's musical connotation to character names in the series.

Though Rush and Blues were created solely by the developer, Capcom sought ideas from fans for the creation of the game's Robot Masters as they had done with Rockman 2. The team received around 50,000 design submissions for Rockman 3, only eight of which were used in the game.

The soundtrack was created by Capcom composer Yasuaki Fujita. His co-worker Harumi Fujita was the initial composer of the game, but she only completed two songs before giving birth and having to drop off the project.

Export releases:
usa "Mega Man III [Model NES-XU-USA]"
europe "Mega Man III [Model NES-XU-FRG]"
france "Mega Man III [Model NES-XU-FRA]"
spain "Mega Man III [Model NES-XU-ESP]"
sweden "Mega Man III [Model NES-XU-SCN]"

UPDATES

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TIPS AND TRICKS

• Passwords : Each password must contain at least three balls. Make here your personal password (the color of the ball is highlighted if it's needed)...

First ball (choose only one) :
C5 : Start with 0 Energy reserves.
E6 : Start with 1 Energy reserves.
E4 : Start with 2 Energy reserves.
B4 : Start with 3 Energy reserves.
A5 : Start with 4 Energy reserves.
C1 : Start with 5 Energy reserves.
D2 : Start with 6 Energy reserves.
C3 : Start with 7 Energy reserves.
F2 : Start with 8 Energy reserves.
A6 : Start with 9 Energy reserves.

Second ball (choose one or more) :
A3(red) : Topman defeated.
B5(red) : Geminiman defeated.
D3(red) : Needleman defeated.
F4(red) : Sparkman defeated.
D6 : Shadowman defeated.
F6 : Snakeman defeated.
C4 : Hardman defeated.
F5 : Magnetman defeated.

Second ball (choose only one) :
A3(blue) : Topman / Snakeman defeated.
B5(blue) : Hardman / Geminiman defeated.
D3(blue) : Magnetman / Needleman defeated.
F4(blue) : Sparkman / Shadowman defeated.

Third ball (choose only one) :
B6 : Gemini Man's stage beaten (Flashman / Bubbleman).
A1(red) : Spark Man's stage beaten (Metalman / Quickman).
A4 : Shadow Man's stage beaten (Woodman / Heatman).
B2(red) : Needle Man's stage beaten (Airman / Clashman).
B2(blue) : Needleman / Geminiman's stages beaten.
A1(blue) : Sparkman / Shadowman's stages beaten.

• Slow motion : Hold Up on controller two.

• Freeze opponents : Hold Up+A on controller two.

• Super jump : Hold Right on controller two.

• Suggested opponent order : Magnet, Hard, Top, Shadow, Spark, Snake, Gemini, Needle, 'Spark', 'Shadow', 'Gemini', 'Needle'.

• Walk through pitfalls : Hold Right on controller two. This allows Mega Man to walk through or jump out of pitfalls without dying. It is especially helpful in the Dr. Wily Robot level. Note: When jumping out of the pitfall, the jump is twice as large as the super jump.

• Invincibility : Hold Right on controller two while jumping into a pitfall. Then intentionally get killed by an enemy while in the pitfall. Jump out of the pitfall when Mega Man's death sound is heard.
Mega Man will be invincible as long as an energy booster is not collected. Although the use of the regular gun will be lost, the spark shot or the needle will work just as well.

PORTS

CONSOLES:
japan Sega Mega Drive (1994, "Rockman - Mega World")
japan Sony PlayStation (1999, "Rockman 3")
Nintendo GameCube (2004, "Mega Man Anniversary Collection")
Sony PlayStation 2 (2004, "Mega Man Anniversary Collection")
Microsoft XBOX (2005, "Mega Man Anniversary Collection")

COMPUTERS:
PC MS-DOS (1992, "Mega Man 3") : A loose adaptation by Hi-Tech, licensed by Capcom.

OTHERS:
Tiger Handheld LCD Game (19??)

SOURCES
Game's ROM.

Page last modified on June 21, 2017