The Let's Play Archive

Mega Man 3

by Simply Simon

Part 11: Doc Needle





Stage Comments:
The beginning is fairly uneventful. Except that it's night now and I dig the looks, can't stress that enough. With the niceness of a health refill after the needles and tame stretch before the first boss, you should go into it with full health...which you'll need.


Now the fuckery starts. I'll stress it again, I love the concept for the flying part. Parasyus and Yambos are perfectly suited to combine into airial hazards to impede you greatly without being complete dicks about it, and the full ridiculousness of Rush Jet's freedom of movement gets mitigated here because you'll just have to use it, no questions asked. Combining a damage challenge because of all the enemies with a speed one because of the weapon energy, all the while being completely fair in both regards - this is a change in gameplay I can totally get behind, breaking up the usual running and gunning for something completely different while just using the normal assets of the game.
Compare it to Tengu Man's stage in MM8, which I'll maybe get to faaaar later, there it's taken a bit far; I still don't mind it, but an honest-to-goodness rail shooter section that's just that and not an extended Rush part is still strange. Here, no problems. Too bad we don't see more of that, instead there's fucking Jetbike races later and everyone hates THAT shit.

Devil's in the details, though, and I think I show off the problem well enough. If you die, well, that's tough luck, because the weapon energy doesn't respawn. It baffles me how Mega Man fucking one could do something so essential right and both sequels managed to fuck it up. The first game was well aware that its engine didn't stop powerups from respawning even when the screen scrolled, so it used that to mitigate its one forced item usage section in Wily 1 and put two pellets right below the screen where you had to do it. I get that it is a "fix" of the engine to have E-Tanks and extra lifes be one usage only, but Christ, for Buebeam Trap and this one here weapon energy should really have gotten a pass.

The rest of the stage doesn't carry that big of a danger of dying, but when Air Man goes apeshit on you, it's going to be much tougher all of a sudden. If you don't feel too confident, best use the trick while flying and leave some weapon energy behind; this makes it harder, though, which isn't ideal either but one way or the other, you'll have to deal with it.
And then comes Crashy baby whom I never liked.


On the Top Spin glitch, I don't know if I'll get to talk about it in a video, so I'll just explain it here. It seems that for every frame you keep contact with an enemy that doesn't die from a Top Spin hit, the weapon's energy will drain. This is very bad against bosses, because you've got a reason to use it (weakness), they won't die and are fairly big sprites, meaning that during a crucial fight you might just be completely out of energy which fucking sucks.
I think it's also a big reason for why the weapon is so criminally underappreciated in the first place: The second you try it out against something that doesn't die, you might just lose any other chance to try it because WHOOPS IT'S EMPTY NOW. And Top Spin lives from you knowing on which enemy it works like a charm and which ones laugh in your face...too sad, too sad.

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