1134
« on: October 03, 2011, 01:52:43 AM »
Aura - Attempting with Megaman 3
Gameplay:
3=2
3 was the first Megaman game to impliment the sliding feature which opened several new paths to escape or proceed through certain situations, making things easier, but 3's difficulty it the only downside to it. I'm not ashamed to admit i've only beat Megaman 3 twice from scratch, although I used the Rush Marine glitch to help. 2 may be difficult, but I've traveled down that road a lot, so I know my way around it. Item-2 for Heat Man? Not that nessesary. For me, that is.
Music:
3>2
Wily Stage 1 is repetative. That is all.
Weapons:
3<2
The majority of weapons in Megaman 3 have some kind of clunky gimmick behind them:
Top Spin is a melee attack.
Shadow Blade is decent.
Spark Shock is useless.
Magnet Missile shoots vertical at airborne/underwater enemies.
Hard Knuckle is too slow.
Search Snake is a floor-hugger, but still decent.
Gemini Laser is okay until it hits a wall, then you have to either wait for it to hit something or pause/unpause.
Needle Cannon is the most effective weapon.
Some of the weapons in Megaman 2 share the same fate, like Metal Blade's high attack power paired with it's low ammo consumption, Atomic Fire's ammo-sapping charged attack, Leaf Shield being used for "grinding" purposes, and, like LlamaHombre said, Time Stopper not even being considered a weapon unless fighting Quick Man. However, they are still more useful than 3's weapons and Spark Shock.
Bosses:
3<2
With the introduction of Doc Robot into Megaman 3, it like fighting against 24 Robot Masters in one sitting: the original 8, Doc Robot 8 times using the exact same pattern as Megaman 2's RMs, and the RM rematches. The major reason why I sometimes get frustrated with Megaman 3 is because of Doc Robot. At least Megaman 3 makes up for it with easy Wily bosses, not counting Yellow Devil MK2.