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MEGA MAN 3 |
DATA BASE
SYSTEM YEAR GENRE RATING NES 1990 Traditional 91% ALSO KNOWN AS Rockman 3
For a description of what these stats mean, see the Stat Explanation page.
You better hope you have better aim than they do.
- Open Menu: No
- Charge Up: N/A
- Lose Charge: N/A
- Horizontal Recoil: 1 block
- Vertical Recoil: 9 blocks
- Shots On Screen: no*
- Fall Off Ladder: yes
- * You can open the menu while Rush is on the screen, but not any of your weapon shots.
Robot Masters P TO SH GE NE SN SP MA HA Top Man 2 4 1 0 2 1 1 1 7 Shadow Man 1 7* 4 1 1 1 1 1 2 Gemini Man 1 2 2 4 1 5 1 2 2 Needle Man 1 1 2 7 4 1 0 1 0 Snake Man 1 1 2 1 4 4 1 0 2 Spark Man 1 1 4 1 2 0 4 0 2 Magnet Man 2 1 7 2 1 1 7 4 2 Hard Man 1 0 0 1 0 0 0 4 4
Doc Man P TO SH GE NE SN SP MA HA Metal Man 1 0 2 1 0 0 2 4 4 Quick Man 1 1 2 4 1 4 1 2 1 Air Man 2 1 0 2 1 2 4 4 2 Crash Man 2 4 1 0 2 1 1 1 7 Flash Man 1 2 2 4 4 2 0 2 0 Bubble Man 1 2 4 1 2 0 4 0 2 Wood Man 1 2 2 2 4 4 1 0 4 Heat Man 1 7 4 2 2 1 1 2 2
Bosses P TO SH GE NE SN SP MA HA Yellow Devil 1 0 3 1 1 0 0 1 5 Clones 1 28* 2 1 1 7 0 0 4 Wily 1 1 0 2 0 0 4 7 1 7 Wily 2 1 0 2 1 1 4 0 2 7 Gamma 1 0 0 2 0 0 0 0 0 4 Gamma 2 0 28* 0 0 0 2 0 0 0
* more or less damage is inflicted depending on the strength of the hit, the time of day, color of the sky, and other unknown variables Data compiled by Pixelboy
Doc Robot data from Mariorox
Boss data from Daniel
Uses: 1 unit Obtained From: Gemini Man
Color Scheme: Light blue and white
Appears In: MM3, MMIII, MMWW, MMPB, MMPF
GEMINI LASERFires a light blue laser forward. When the laser strikes a solid object it will rebound at an angle. If it strikes an enemy with a glancing blow, it will be shortened but continue to bounce around. In this way it is possible to take multiple hits with a single laser. Only one laser can be on the screen at a time, and it bounces for a time before dissipating.
Uses: 2 units Obtained From: Hard Man
Color Scheme: Dark blue and light gray
Appears In: MM3, MMII, MMWW
HARD KNUCKLEFires a fist-shaped projectile that flies slowly forward and packs quite a punch (sorry, bad pun). Although not really an explosive, this can nevertheless take out certain walls and doors.
Uses: 2 units Obtained From: Magnet Man
Characteristics: Homing
Color Scheme: Red-orange and light gray
Appears In: MM3, MMII, MMWW, MMPB
MAGNET MISSILEShoots big red and white magnets. The magnets fly straight until they come across an enemy; then they will attempt to swerve upward or downward toward the foe. Their tracking is not very fine.
Uses: 1/4 unit Obtained From: Needle Man
Characteristics: Rapid-fire
Color Scheme: Brown and white
Appears In: MM3, MMII, MMWW
NEEDLE CANNONFires small cone-shaped projectiles forward. Very much like Mega Man’s built-in arm cannon except it fires needles instead of spheres of energy. Can rapid-fire—just hold down the button.
Uses: 1/2 unit Obtained From: Snake Man
Color Scheme: Green and white
Appears In: MM3, MMIII, MMWW
SEARCH SNAKEProduces small green snakes that travel across the floor and up or down any walls they encounter. Up to three can be on the screen at once.
Uses: 1/2 unit Obtained From: Shadow Man
Characteristics: Aimable, Boomerangs
Color Scheme: Purple and lilac
Similar To: Metal Blade
Appears In: MM3, MMIII, MMWW, MMPF
SHADOW BLADEFour-pointed ninja stars. These can be aimed much like the Metal Blade, but since they boomerang back, their range is limited.
Uses: 1 unit Obtained From: Spark Man
Color Scheme: Salmon and white
Appears In: MM3, MMIII, MMWW
SPARK SHOCKFires a sphere of energy straight. There is little variation to this one; however, the relatively large size of the sphere makes it pretty easy to use.
Uses: Random Obtained From: Top Man
Characteristics: Non-Firing
Color Scheme: Gray and light pink
Appears In: MM3, MMII, MMWW
TOP SPINActivate by jumping and pressing fire. The user will spin until he hits the ground. This weapon is extremely sporadic in its weapon energy use; sometimes a single spin will eat up all of the Top Spin’s energy, and other times, you can use it several times without using a single unit.
Also Known As: Life Energy
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW
ENERGY PELLETEnergy pellets refill your life meter. The small ones refill 2 units—not a lot, but it can really add up.
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW
ENERGY CAPSULEThese globes are the same as energy pellets except that more energy is refilled (8 to 10 units usually).
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW
WEAPON ENERGY PELLETThe colored pellets are weapon energy. They refill your current weapon or adapter rather than your life energy. Weapon energy changes color according to which weapon you are currently equipped with. Before picking up a pellet be sure to equip a weapon that needs the energy.
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW
WEAPON ENERGY CAPSULEThese are the same as weapon energy pellets except that more energy is refilled (8 to 10 units usually).
Also Known As: Spare Body
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW
1-UPExtra lives. If you have one of these when you bite the dust, you’ll be given another chance at the stage.
Also Known As: E-Tank; Energy Can
Appears In: MM2, MM3, MM4, MM5, MM6, MM7, MMI, MMII, MMIII, MMIV, MMV, MMWW
ENERGY TANKThis is an entire stock of energy that Mega Man can carry around until needed. You use these off the subscreen. When used, Mega Man’s energy meter will be refilled completely. Mega Man can carry up to nine of these at a time.
Appears In: MM3
SURPRISE BOXAlthough this looks like an energy tank, it’s actually more like a crate that contains items within. Shoot the box to open it; the item you receive is random. Note that the boxes generally do not return once you shoot them, and the power-ups often disappear after a few seconds after they are uncovered, meaning you’d better be ready to grab them when you can.
Appears In: MM3, MM4, MM5, MMII, MMIII, MMIV, MMV, MMWW
RUSH COILThis is a springboard which enables Mega Man to leap greater distances. Just call Rush and then jump onto him. You’ll soar almost to the top of the screen.
Appears In: MM3, MM4, MM5, MM7, MM8, MMII, MMIII, MMIV, MMV, MMWW
RUSH JETMega Man can hop onto Rush and ride him, much like a skyboard. This is perhaps the most popular of the Rush modes (the Mega Shows use it extensively). Interestingly, Rush only loses energy while Mega Man’s feet are on him, so if you hop repeatedly or even jump onto a ledge and walk across it (with Rush stuck underneath), Rush won’t burn any energy for the time that you’re not standing on him. You can extend your flight time greatly by jumping repeatedly while moving. (You don’t have to worry about falling off—Rush always moves so that he’s underneath you no matter what you do; it’s physically impossible to fall off.)
Appears In: MM3, MM4, MMII, MMWW
RUSH MARINEMega Man rides this through water. It cannot be activated out of the water, although you can take it onto land once you’re in it and hop around if you so desire.
HP: 28 AT: 1 Also Known As: Rockman; Rock
Number: DRN001
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPB, MMPF
MEGA MANMega Man was once a household robot named Rock, but when Dr. Wily turned evil, Rock was converted by his creator Dr. Light into the fighting robot known as Mega Man. This small blue robot is equipped with twin arm cannons and the Weapon Copy system which lets him take weapons from defeated foes.
Appears In: MM3, MM4, MM5, MM6, MM7, MM8, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPF
RUSHMega Man’s canine companion, this is a robot dog built by Dr. Light to aid in Mega Man’s travels. Rush is always ready to respond to Mega Man’s call; when Mega Man needs use of a Rush form, his dog teleports in, does his thing, and leaves. Any weapon energy you pick up while you have a Rush form equipped (even if Rush isn’t on the screen at the time) goes to that Rush form.
Also Known As: Dr.Right; Dr.Wright
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPB, MMPF
DR. THOMAS XAVIER LIGHTThis is the scientist that started it all, for he was the one who first created revolutionary human-like robots. He was responsible for creating Mega Man and Roll, and he worked with Dr. Wily for a time.
Also Known As: Dr.Wiley; Dr.Waily
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPB, MMPF
DR. ALBERT W. WILYDr. Wily was once Dr. Light’s partner, but then he turned against his former colleague, using fleets of Robot Masters to try to take over the world. Rumor has it he’s reformed his ways...but has he?
HP: ? AT: ? Also Known As: Blues; Break Man
Number: DRN000
Appears In: MM3, MM4, MM5, MM6, MM7, MM8, MMIV, MMV, M&B, MMWW, MMPB, MMPF
PROTO MANThis mysterious robot was constructed by Dr. Light before Mega Man was even built. He likes to be on his own, doing things his way. He often pops in during the games, usually with his characteristic whistle, to give his brother Mega Man items or advice, or to just plain pull him out of a jam.
HP: 28 AT: ? Also Known As: Doc Robot
Appears In: MM3
DOC MANThis mysterious robot has the capability of mimicking other Robot Masters. He can use their weapons and attack styles, and takes on their speed and other characteristics. Unfortunately however Mega Man cannot gain weapons from Doc Man.
HP: 28 AT: 3-6 Number: DWN019
Weapon: Gemini Laser
Weakness: Search Snake
Appears In: MM3, MMIII, MMWW, MMPB, MMPF
GEMINI MANGemini Man is capable of doubling himself and does it often. Usually he and his clone will simply circle the room, bowling over anyone who gets in his way. He won’t fire unless you shoot first, at which point both Gemini Men will freeze, and the one on the ground will return the fire with his plasma cannon. Then they will start to circle again. If you destroy Gemini Man’s clone, his pattern of attack is completely different. This is when he will use his Gemini Laser. Use Search Snakes or his own weapon on him, remembering that he will jump when you shoot so don’t fire too close.
HP: 28 AT: 3-6 Number: DWN020
Weapon: Hard Knuckle
Weakness: Magnet Missile
Appears In: MM3, MMII, MMWW
HARD MANWhatever you do, don’t let this monster land on you. He will seriously damage you if he does so. His Hard Knuckles are semi-seeking; they will attempt to head in your direction though their tracking isn’t very fine. Use Magnet Missiles and slide to dodge his leaps.
HP: 28 AT: 2-6 Number: DWN018
Weapon: Magnet Missile
Weakness: Spark Shock
Appears In: MM3, MMII, MMWW, MMPB
MAGNET MANMagnet Man has quite a magnetic personality. Not only are his missiles magnetic, but he is also capable of putting up a magnetic force field which draws enemies in and damages them upon contact. The Spark Shock will do him in with seven hits, though it is sometimes easier to use a plasma cannon or even Magnet Missiles, if you have them.
HP: 28 AT: 3-6 Number: DWN017
Weapon: Needle Cannon
Weakness: Gemini Laser
Appears In: MM3, MMII, MMWW
NEEDLE MANNeedle Man can be deadly when he starts pelting you with his Needle Cannon. He can also lash out with the spikes on his head for a powerful blow. To get rid of this menace quickly, use the Gemini Laser. It may be difficult to aim, but needs to connect only four times to finish Needle Man.
HP: 28 AT: 4 Number: DWN024
Weapon: Shadow Blade
Weakness: Top Spin
Appears In: MM3, MMIII, MMWW, MMPF
SHADOW MANThe dreaded Shadow Man will pummel you with a fast and furious attack. He usually tosses Shadow Blades three at a time, and is capable of sliding all the way across the room. Another unfortunate thing is that the weapon that works best on him is one of the hardest with which to hit. Take the Top Spin to Shadow Man to have the best chance; the number of hits needed are few but vary depending on how solidly you strike.
HP: 28 AT: 4-6 Number: DWN022
Weapon: Search Snake
Weakness: Needle Cannon
Appears In: MM3, MMIII, MMWW
SNAKE MANOne of the more unusual of the early Robot Masters, Snake Man is decorated as his name suggests, right down to the tail. He sends his small Search Snakes after his opponent or just plain runs him down. Snake Man cannot move very fast or jump really high, but often the layout of his room makes him nevertheless hard to dodge. His Search Snakes can be destroyed with several hits, and Snake Man himself can be destroyed most quickly by use of the Needle Cannon.
HP: 28 AT: 2-4 Number: DWN023
Weapon: Spark Shock
Weakness: Shadow Blade
Appears In: MM3, MMIII, MMWW
SPARK MANSpark Man does not have hands or cannons but instead two electrodes capable of producing electrical shocks. He can charge up and fire a larger shot by touching his electrodes to his head and accumulating energy. Spark Man is most easily finished with around seven Shadow Blades.
HP: 28 AT: 4-6 Number: DWN021
Weapon: Top Spin
Weakness: Hard Knuckle
Appears In: MM3, MMII, MMWW
TOP MANTop Man is one of the least durable of the Robot Masters, although he makes up for this by being impossible to hit while spinning. He can produce an unlimited number of tops to throw at you by pulling them off his head when he needs them. Hard Knuckles will knock him for a loop.
Thanks to Dalek-Man for some of the data.
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Last update: November 18, 2002