The Let's Play Archive

Mega Man 3

by Simply Simon

Part 12: Doc Spark





Stage Comments:
Probably the easiest of the Doc Robot stages, I'd say it's even easier than the original one! That only applies to the level itself, of course, not the bosses. Starting off, we've got a few rooms of non-issues, then come the ever-nonthreatening Sparkies and the conveyor platforms that - as shown - are not even remotely challenging to jump on and off from. The next stretch has Giant Spring Heads that we really should know how to deal with now, and it's already off to our first boss.


Off to a somewhat tougher second half. The spike drop, as mentioned, might kill you once or twice, but it's really not that hard, as said, full control and it barely requires more than one or two nudges anyway. Another example of how the original stage foreshadows how the Doc Robot one is going to change it, and I quite like those connections.
The spark shooters combined with Nuts and Bolts to follow can make for tight situations - I get in one - but with sensible weapon usage, I wouldn't have gotten into trouble in the first place. As they are not over pits, this is far easier than what the normal stage presented us with. The rising platforms, its once biggest challenge, got cut completely; those were probably already the extent of dickery they wanted to achieve, and I appreciate that. There could have been a lot more things done with them. Asshole things.
Then the pointless blocks, and we're off to *insert swear words here*.


This ends the Doc Robots on a low note; really, those are just dragging the game down. Most of that is MM2's fault, as the bosses just weren't all that fair to begin with, but still, they could at least have made them easier, not harder, hm? Too bad that such a cool concept got ruined that way, having interconnectivity fights is a great thing in my book and they never touched it again, except for the Gameboy games if you want to count their method.


New Enemies: