The Let's Play Archive

Mega Man 3

by Simply Simon

Part 8: Spark Man





Stage Comments:
Can be quite tough if you're not very careful. The first notable section is the one with the electric barriers; the timing is somewhat lenient, but their moving makes it a bit tricky at spots. Being able to rush the first part when the non-threatening Sparkies appear is great, because waiting is boring.
The following rising platforms are when the average player might have first real problems. Knowing that sliding or just walking off some of the higher ones is perfectly safe is a great boon, because if you're like me and suck at doing jumps of exact height reliably, then you might just graze the spikes lightly, which apparently has the same effect as having them rammed into your cranium at full force, aka instant death if you didn't know this already.
The second time they show up, it's not that easy. I haven't found a better way with the two on the small platforms with pits in between than dancing around (there surely is though, and I've been told as much), and if you don't know that they're coming, you might well get sent plummeting. If you feel inconfident, you can always tank the damage of course, seeing as there's a refill after...but who wants to do that really?
A long and (seemingly!) pointless drop, then comes the hardest part. Nuts and Bolts are rally cruelly placed here, which should be obvious; if I didn't have Magnet Missile (even Shadow Blades are somewhat tricky to use here, as missing costs you precious time while the home in on you), this might have cost a few restarts. Still got me one time during testing. It's certainly possible without special weapons, but there was not better way to show off the Missiles. Not that hard, anyway. Worst part, though, is one you can't even break with good special weapons: The enemy appearing over the longest set of moving block jumps which you can't taunt early. You see me avoid him by making a tiny jump (!) in the video, any higher and he hits you, which isn't fun at all in mid-air. Fortunately, if you still are on the platform after having gotten hit, you won't get crushed by it flying in the ceiling and stay on it!
Then it's over. Doable with only the buster, but so much easier with a few tools (especially Jet, of course), and the weapon is completely worthless, so I'd much recommend you make your life easier.

Boss Strategy:
His pattern should be immediately obvious. Jumps on each plane surface in his room, from one to the next; stops randomly; spark ring, Spark Shot. Goes on. Completely non-interactive except that Spark Shot targets, meaning you can avoid it insanely easily by jumping at the right moment. It's rather big though, and getting cornered can be nasty; if it hits, you'll get a lot of damage in the face. The only problem in the fight is him stopping when you won't expect it, mostly near to you and blocking the way; could be eliminated completely by smart positioning on your end, but who the hell cares, it's fucking Spark Man. At the end of the day, he's still a complete pushover.

Enemies:

Music:


Please vote for which of the four new stages I should do first!