MEGA MAN STAR FORCE 3
GAME HINTS DATA BASE STRATEGIES HELP PRINT

GAME HINTS

The year is 22blahblah and a meteor is falling toward the Earth. Where have we heard this one before? A new organization named “Dealer” is making use of the “Noise” ostensibly produced by EM machines for their own nefarious ends. But they’re not the only ones afoot. Some old familiar faces make return appearances as well...

SPECIAL FEATURES

Screen shot from Capcom.
This game has only two versions this time: Black Ace and Red Joker. The names become more relevant as you get further into the story. Once again, Capcom has taken the previous game as a starting point and then made a lot of name changes, as well as other types of changes:

Noise


Screen shot from Capcom.
When you have a certain program installed, you’ll see a Noise indicator on your screen during battles. Although it wouldn’t seem like it according to the plot, raising the Noise level has lots of benefits and is generally what you want to strive to do.

To increase Noise, delete a virus with a non-elemental, non-dimming card. The Noise level is increased by the difference between the virus’s HP and the damage done (basically, by how much you overkilled it). During boss battles, any such attack will raise your Noise by half the damage dealt, even if you don’t delete the boss with the blow.

Miscellaneous Notes

REVIEW
Play Control: 3

Screen shot from Capcom.
Nothing much has changed here from the previous games.
Graphics: 3
Not a lot has changed here either. They do some nifty Noise effects on both screens.
Animation: 3
The same sprites are back, along with new additions for a number of different animations. The sprite of Geo hugging Omega is particularly cute.
Music: 3
I like the stereo effects, and of course the main Star Force theme song comes back in a couple of different forms.
Sound Effects: 3
As with the previous games, it’s not just the music—even the sound effects are in stereo, which gives them a nice fullness to them.
Plot: 2
The plot isn’t bad, but some parts are incongruous, and a few are downright irritating. Some characters behave out of character, other characters seem to have been added to the plot haphazardly, and in particular, there is no plot acknowledgement of your Finalize form. You can wipe out Joker with his own Finalize and no one in the game even notices. This just seems a little bizarre to me. Maybe I’m simply getting too old, but overall, the plot here seemed to be a little less cohesive than the first two games.
Difficulty: 3 (normal)
I didn’t have any particular troubles with this one, although Wizard “ghosts” have a bad habit of popping up on you unexpectedly, and some of them you cannot run from. Kind of a nasty surprise to be suddenly facing off against a boss when all you were doing was running through the Wave Road for something or another. Although you shouldn’t have too much difficulty, saving frequently is recommended.
Replay Value: 3
You don’t generally replay Star Force games. Usually, you get a Title Menu Star and then drive yourself crazy beating your head against the bonus areas. =) But at least you have two save files, if you ever do want to play through again (though there’s less direct benefit here to doing so than the previous game).
Polish: 3
Considering the original Japanese version of this game was called “Shooting Star Rockman” I’m amused by all the “shooting star” references that are kind of lost in the English version. They do pull together lots of references to the previous games, though who knows, considering how it ends, this might be the last one...
Overall: 82%

Screen shot from Capcom.
This is really hard to rate. I enjoyed some parts of the game, and found myself a little aggravated by other parts. I must have fought 200 battles in Meteor Server2, for example, before finally finding my way around the place. And the cluttered Custom Screen, while interesting, can get a little annoying when 4 out of the 6 cards are covered up and unusable. But the Noise mechanic adds an interesting element, not to mention all the cool and unexpected Battle Cards you can earn by utilizing it.
+ Plus:
It is now possible to cancel quests, so you can’t get yourself stuck even though you can still only have one quest active at a time.
- Minus:
I like the Noise Forms, but I wish it was possible to store one while experimenting with another as could be done in Battle Network 2. (And no, having to trek to a Noism to do it does not count, for a number of logistical reasons. Though it is nice they at least provided something of an “undo” button.)
WALKTHROUGH
Note: I’m writing this based on the Black Ace version of the game. Therefore, if something that I write here doesn’t match what you’re experiencing and you’re playing Red Joker, that’s probably the reason. I will try to play through Red Joker when I can and consolidate the differences, but for now, this is what I have.

Note: This walkthrough covers only the main plot of the game. For information on the Title Menu Star area, side quests, and other hidden goodies, see the secrets section.

(I know that technically Omega’s nickname is “Mega.” At this point I’m too used to calling him Omega to change now.)

Introductions

Tests and Tournaments Rocketing Off Making Friends On Camera All To Pieces Treasure Hunt Teaming Up Enemies and Allies Very Much Insane Dealer’s Base King’s Meteor Preparations Blue Shooting Star
BOSSES
Most of the bosses in this game are covered in the Data Base section.

Screen shot from Capcom.
CrimsnDragn
In the center is his core which is what you have to hit to deal damage to his HP. While his two heads are combined into one, the head will block the core. But the head will split into two (a red and a black one), usually after you damage it enough. Try blasting the head with your buster over and over to save your Battle Cards for the core. Note that the core rests basically what would be the center panel on the dragon’s side of the field. Optimize your folder to include cards that hit this panel. Also note that auto-aim cards will aim for his heads, even though damaging the heads does not hurt the dragon’s HP (although maybe they can be destroyed separately?). Your lock-on will also try to target the heads. You might have to be a little creative about how you use your cards to get them to strike the core instead.

He has a number of different attacks. He can summon missiles that shoot straight down a column, or jab his head down a column, or slash repeatedly with his claws. You have to keep moving back and forth rapidly to dodge this last one. And sometimes his heads disappear entirely and rain down on you like meteors. His ultimate attack seems to be where he sends purple fire down all rows and all columns.
SAVED GAMES
You have two save files with this game, rather than just one, which is a nice touch. When the game asks if you want to save after you beat it, your save will still be in the same place in Meteor G, so you don’t lose any progress. This just allows you to get to the Title Menu Star secret areas.
ITEMS
This section lists most of the items you can find by searching real world objects, or by finding blue and purple Mystery Waves throughout the main plot (the green ones are random). This doesn’t list every item in the game, but it should give you a start. Quest rewards are listed in the Quests section instead of here (except for the really critical ones). Ciphers are in the Secrets section. These are in roughly chronological order ’cuz I’m weird like that, but I did separate them into categories.

(What I want to know is why they keep giving you the same Battle Cards over and over. I mean, do I really need another Invisible or BeastSlap?)

HP Memory

Battle Cards

Sub-Cards

Ability Waves

Mega Weapons

Purple Mystery Waves

TRICKS AND SECRETS
Quests:

The way quests work: Talk to a person to see if there is a “HELP” pop-up in the lower screen. Touch the pop-up to see what the quest is. Finish the conversation with the person and talk to him again and Geo will inquire about the person’s problem. Accept the quest. You’ll receive a mail message immediately with a summary of the quest. To cancel a quest, talk to the person again. (The mail message goes away when the quest is complete.)

Note: I haven’t yet done all of the quests. This is just a start.

Cipher Codes:

Talk to Suther’s Wizard in the Big Wave shop to enter Cipher Codes. It’s an awful lot of dialogue text for sometimes minor rewards. And I have no idea how surfing on a Noise wave gets you guest access to whatever, but... (Note: Don’t forget to check out Capcom’s website for more!)

Screen shot from Capcom.

Tips and Secrets:
ENDING
Meteor G blows up, leaving Geo floating, unmorphed, in a blue sphere in space. On Earth, Geo’s friends lose contact with him. Kelvin sends a message to everyone’s Hunters and pleads with them to wish Geo home safely. The Chief gets WAZA and the Satella Police on the task of finding a way to get Geo home. Outside in Echo Ridge, the manager of Spica Mall redirects all of Spica Mall’s electricity to WAZA. A kid runs off to donate his telescope. At WBG Studios, they use their satellite to search space for Geo. At Alohaha Castle, Strong says he’ll use the environmental computer to hunt for Geo. And so on.

Tia, Jack, and Solo are standing near Bud’s house. Tia suggests that they go to the Dealer base and look for something that can help. Jack invites Solo to come with them. Solo says he supposes he could. He and Mega Man never got to finish their fight, after all. (Me, I think Solo should go out searching for Mega Man...well, solo. That’d fit his character. Besides, he got to Meteor G on his own somehow, so surely he knows how to navigate space.)

Out in space, Kelvin and Omega appear outside Geo’s sphere, say goodbye, and nudge him along in the right direction. Geo descends to Earth as a blue shooting star.

Credits roll, with sketches: one showing Geo and his friends having a party to celebrate his return (Jack is there too); one showing Solo with Laplace; and one showing Ace in a hospital bed with Tia and Goodall and Acid. Evidently Ace is in fact still alive, although how he survived is never explained.

After the credits, press a button for the epilogue. Two weeks later, Geo is on the school roof looking at the sky when a blue fireball shoots down and knocks him off his feet. Turns out it was Omega. A few minutes later, another blue star appears and impacts with Geo again. The scene shifts to show Geo and Omega arriving home with Kelvin. (As with Luna, no explanation is given here as to whether he’s still an EM being or not.) The game doesn’t go into many details, but there is a sketch of their reunion with Geo’s mother at the end.



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Last update: September 10, 2009