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Mega Man Classic Series

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Page 1:
Intro
Characters

Page 2:
Mega Man
Mega Man 2

Page 3:
Mega Man 3
Mega Man 4

Page 4:
Mega Man 5
Mega Man 6

Page 5:
Mega Man 7
Mega Man 8
Mega Man & Bass

Page 6:
Mega Man 9
Mega Man 10

Page 7:
Mega Man (Game Boy)
Mega Man II
Mega Man III

Page 8:
Mega Man IV
Mega Man V

Page 9:
The Power Battle
The Power Fighters

Page 10:
The Wily Wars
Mega Man (Game Gear)
Complete Works

Page 11:
Battle & Fighters
Anniversary Collection
Powered Up

Page 12:
Wily & Right no RockBoard
Mega Man Soccer

Page 13:
Battle & Chase
Super Adventure Rockman

Page 14:
Tiger LCDs
IBM PC Games
Rockman & Forte Wonderswan

Page 15:
Rockman's IQ Challenge
Rockman Gold Empire
Rockman Strategy

Page 16:
Mobile Games
Panic Shot! Rockman
Street Fighter x Mega Man

Page 17:
Unreleased Games
The Krion Conquest

Page 18:
Cameos
Other Media
Legacy

Back to the Index


Mega Man 3 / Rockman 3: Dr. Wily no Saigo!? (ロックマン3 Dr.ワイリーの最期!?) - NES, Arcade, Genesis, PlayStation, PlayStation 2, GameCube, Xbox, Mobile, Wii Virtual Console, Wii U Virtual Console, 3DS Virtual Console, PSN (1990)

American NES Cover

Japanese Famicom Cover

European NES Cover

With the smash runaway hit that was Mega Man 2, Capcom and gamers worldwide were eager for more of the Blue Bomber. A sequel was put in motion, even after the lead supervisor quit the company and many of the staff from the last 2 games reassigned to work on other titles such a Ducktales.

Dr. Wily seems determined to keep his promise of being a changed man this time, deciding to work with Dr. Light to build a giant robot that is supposed to maintain peace for all. All that is needed is 8 energy elements being held by 8 pesky robots hiding in 8 stages. Oh, and that one red robot of mysterious identity that's popping up along the way. If that wasn't enough, 4 of the stages have to be revisited with harder routes right after defeating all the Robot Masters, and it looks like these mass-produced superbots have the powers of all the bosses from the last go-around. Then it turns out this was all done to stall Mega Man while Wily betrays Light and steals the fully-powered peacekeeper bot Gamma for himself. An overly complicated ruse? Yes! This game is also the only time Proto Man's shakey alignment swayed more towards the evil side, as he had to work for Wily to fight Mega Man under the Sniper Joe-looking guise of Break Man as payment for the mad doctor fixing his energy core.

Robot Masters

DWN-017 Needle Man

A tough speedy guy despite his chunky looks and lack of a neck. He can rapidly fire his Needle Cannon and pierce Mega Man with his telescopic spiked crown. He's one of the harder Robot Master fights in the game without the right weapon. [Weakness: Gemini Laser]

DWN-018 Magnet Man

One look at him and his name makes it easy to guess his powers. Built to collect scrap metal, his Magnet Missiles can home in on just about any enemy in the game. He also has an annoying invincible magnetic pull move to draw Mega Man in. If only there was a Plastic Man with a C4 Bomb weapon. Actually, he's a pretty easy boss, all things considered. [Weakness: Spark Shock; Shadow Blade]

DWN-019 Gemini Man

A narcissist geologist bot able to cause double trouble with his holographic clone. When not admiring his dirty work in stereo, he fires a slow but powerful reflective Gemini Laser at his foes. He's swift but his weapon and twin self tend to cause massive slowdown on the NES. [Weakness: Search Snake]

DWN-020 Hard Man

He doesn't look a lot like Guts Man, but he sure acts like him. He's big, tough, and shakes the earth with his mighty 3-ton weight, for which he needs a huge jet engine to even lift off the ground. His aimable rocketing Hard Knuckles are slow but pack a punch, and are able to break certain barriers. [Weakness: Magnet Missile]

DWN-021 Top Man

He spins around and fires tops at at Mega Man. Rinse and repeat. This dancing Robot Master's feet never leave the ground. According to Inafune, all of this character's original data was lost in a computer crash before having to be re-coded. His Top Spin weapon is of questionable usefulness and difficult to master. Rather than allowing him to fire spinning toys, it makes Mega Man himself pirouette with destructive force. [Weakness: Hard Knuckle]

DWN-022 Snake Man

The first of several animal-based Robot Masters. This tricky serpent has quite the legs on him, running and leaping on the rugged terrain of his jagged boss room and firing Search Snakes that slither on the ground and up walls. He can be a pain if the player doesn't time the jumps over his cold-blooded steel frame just right. [Weakness: Needle Cannon; Search Snake]

DWN-023 Spark Man

A big orange spark plug with with legs, ping-pong angry eyes on its head, and electrodes for arms. His Spark Shock paralyzes foes, but generally is a useless weapon in Mega Man's hands. He makes a goofy expression whenever he sends out a big Spark. [Weakness: Shadow Blade]

DWN-024 Shadow Man

A mysterious ninja robot whose true origin not even Dr. Wily knows about, since some of his materials are extraterrestrial. He's fast and can slide, but never actually hides in shadows. His shuriken Shadow Blades are supposedly poison-tipped to cause insanity, but in game practice they act rather like nerfed Metal Blades that boomerang back. Later games give him greater references to the folk hero Jiraiya by riding giant frogs. [Weakness: Top Spin]

Doc Robot K-176

A big, heavily-armed series of bots able to copy and utilize the powers and fighting styles of all the Robot Masters from Mega Man 2, at least one Master at a time. They're designed to save on ROM memory that would be required for 8 additional bosses and their sprites. The name is a Japanese pun of "dokuro" meaning "skull", not a nickname for their supposed academic grade.

The quality of the 3rd game is highly contentious, especially compared to its masterful predecessor. Not in a terrible sense, mind you, but in terms in whether it lives up to Mega Man 2 in the eyes of its fans. It all comes down to what the sequel does and doesn't have in comparison. The graphics are a bit brighter, for one, boasting lighter blues and greens and a lot more yellow. A new slide move gives Mega Man more speed and evasion. There are also low 1-block tall areas to utilize the ability to get past them, adding fun slide obstacles in the stage layout that appear less and less in the later sequels. The game, for the most part, is fairer in difficulty overall, with fewer sudden spikes and hurdles to overcome as seen in sections of the Wily Castle in Mega Man 2. Rush brings a lot more personality than the previous items, and is a lot more versatile in movement. Big, impressive-looking enemies are much more frequent, with giant penguin shaved ice machines, striped cats, slithering snakes, and flying mega mets littering the game. Revisiting the stages expands the game's scope, playing with the layouts from the first go around. And finally, Yasuaji "Bun Bun" Fujita's compositions stand to rival the fantastic soundtrack of MM2.

It's not a perfect sequel, though. In many design choices, time and memory constraints, and the ambition of the project, it isn't hard to find faults. While a rushed game, it isn't nearly as buggy as obvious beta releases can be, but there is an air of unfinished polish in later stages, planned ideas that didn't go fulfilled, and kinks in the system that were never fully ironed out. Certain platforms like the cloud step making machines in Snake Man's stage or the red floating trap door platforms are a little ill-defined, likely to drop you off into bottomless pits if Mega Man doesn't stand on them correctly. Slowdown is still and issue with big moving enemies and an overload of sprites, though there is slightly less flickering. The added mappers for horizontally stationary menu sprites and more are not without graphical glitches, leaving blipping junk pixel lines on the stage selection screen, the moved to the bottom pause menu, and the floor where Mega Man fights the Wily Machine.

It's also more apparent here that many levels were built before the Robot Master designs had been decided, with ill-defined links that make Top Man's domain a glassy greenhouse and have Needle Man lording over a ship-like lair, not to mention wherever and whatever Gemini Man's flashing crystally stage is. The weapons earned from the Robot Masters are not that useful compared to Mega Man 2's selection, though on the flipside none are as overpowered as the Metal Blades. Needle Cannons are merely rapid-fire standard shots in strength, and Spark Shots only incapacitate enemies and renders them indestructible until their paralysis wears off. The Top Spin in particular is difficult to manage, as Mega Man is unable to use it whilst standing. The player has to carefully tap to use it without eating away chunks of the ammo or even damaging or killing Mega Man in the process. In the hands of a trained player, it can be deadly, but it is a skill that has to be mastered. The added question mark Mystery Tanks are rarely sprinkled in the game, yielding little rewards.

Rush Jet can be exploited just as much as the Metal Blade from Mega Man 2, though. The robo dog is fully controllable, able to hover in place and fly anywhere, even underwater, enabling it to also serve the same purposes as Coil and Marine. Bunny hopping on the Jet lessens the energy consumed while riding on it, and a menu bug involving the Shadow Blade can make it accessible before earning it by defeating Needle Man. Even outside of the segments that require the use of Jet mode, there are plenty of areas where it's useful to whip the pooch out to fly above enemies and obstacles or hover right in line with aerial weakspots.

The biggest stickler is the set of Doc Robot stage retreads. Even with the ROM expanded to 3 megabits, only 4 of the levels are replayable: Spark, Needle, Gemini, and Shadow. Signs of a planned return to Magnet Man's stage lie dormant in the code, but it appears squeezing 4 more revamped layouts proved too much to fit in. The Doc Robots themselves are a memory compromise, larger imposing sprites with little movement to them to avoid having to stuff back in every boss sprite from the previous game. Their greater size also comes at a challenging cost to the battles. It is much harder to leap over the Doc Robots and many of their attacks unscathed. The Wood Man clone is especially difficult, since it requires pixel-perfect precision to hop over the wider Leaf Shield with little warning of it being launched. Having to fight two Robot Masters per level with little in the way of health pickups to aid Mega Man, makes these the hardest sections of the game. It is possible (though not likely) to get stuck in Doc Robot Gemini Man's stage after fighting Flash Man, with no means to get out, prompting a reset. The worst would have to be the Rush Jet segment in the second half of Needle Man's revisited stage right after a tough slog past Air Man. It requires picking up weapon refills along the long flight, which don't regenerate should Mega Man perish before the stage is over.

In contrast, the Wily Stages are much more of a breeze, with the mad doctor's interiors housing a skeleton crew of baddies and plenty of pickups, particularly E-Tanks aplenty. The game itself boosts the E-Tank reserves from 4 to 9, with passwords keeping the count along the way. It is possible to down three Tanks in one fortress boss battle and pick up two or three more in the next stage, making it easy to bulldoze through the last levels while chugging the energy refillers on the go. It is likely that the enemy layouts in Wily's Castle weren't finalized until just before the game went gold, given the sparse placement. At least there isn't a boss as infuriating as the Boobeam Trap from Mega Man 2. If anything, the fortress almost feels like a return to the first game, with a new Yellow Devil and Mega clones to fight. The fortress itself houses 6 stages in total, though many of them are quite short - the final two are merely two or three screens wide. The final boss Gamma is a screen-filling monster with a huge instant-kill spike punch, though one rightly timed Top Spin is all it takes to take the giant down.

The climax ends with heavy blocks crushing Wily and Mega Man, a shadowy Proto Man saving the Blue Bomber, and Dr. Light finding out the strange red robot's identity. Is Dr. Wily finally finished? If he is, then what's that tiny blue UFO-looking sprite doing in the background before the ending credits...? Yep, you can't keep a bad doctor down for long.

Mega Man 3 boasts a lot of unused and beta material on the final cart, the most of all the NES titles. To start with, the game was shipped with debug commands still in. Holding Right+A on the second controller makes Mega Man leap super high, able to launch out of bottomless pits. Holding Up+A freezes the logic timer and locks enemy AI in its current state. Both of these can be used to further cheat through the game. There are plenty of sprites on the ROM, from a flashing ringed planet for Gemini Man's nighttime background to trash heaps in Spark Man's stage data to unmasking animations of Proto Man removing his Break Man persona. There are also alternative cutscene backgrounds for Wily's UFO takeoff before the Wily Fortress, as well as two songs that never get played in full: the Wily Fortress Map music only plays the first 4 seconds of its total 18 second composition, and the ending Proto Man whistle theme cuts out prematurely, never reaching its loop routine. Three sound effects are also left unused.

Do these flaws hurt the game? Not seriously. The title is by no means broken and is still highly polished in many areas while trying to expand the series in gameplay and length. For many fans, Mega Man 3 edges out its predecessor as the best in the series, warts and all. More commonly, though, the game is seen as the second best; but being the silver medalist in this franchise is still a triumph. The bigger tipping point for the series wouldn't arrive until next year's installment.

Outside of the standard ports released, Mega Man 3 is the only game in the series available as part of Nintendo's Playchoice-10 arcade machines. The game is the same as its original NES edition aside from slight palette differences with the RGB output and the additional PC-10 hint and info screens on a seperate monitor or brought up at the touch of a button. The game is also played on a timer just like every other released title for the arcade machine, requiring additional quarters to keep playing even if the player doesn't lose a single life. The earliest mobile phone ports were relatively intact, though a few traps like the disappearing blocks in Magnet Man's stage and spinning gears in Spark Man's stage toned down for ease of play on the old phone setups. Stages could be replayed as often as the player wished and Proto Man's sprite is in the Break Man disguise throughout the game.

The Rush Drill didn't make it into the game.

Quick Info:

Developer:

Publisher:

Designer:

  • Masayoshi Kurokawa

Genre:

Themes:


Mega Man 3 (NES)

Mega Man 3 (NES)

Mega Man 3 (NES)

Mega Man 3 (NES)

Mega Man 3 (NES)

Mega Man 3 (NES)

Mega Man 3 (NES)

Mega Man 3 (NES)

Mega Man 3 (NES)

Mega Man 3 (NES)

Mega Man 3 (NES)

Mega Man 3 (NES)


Comparison Screenshots


Additional Screenshots


Mega Man 4 / Rockman 4: Aratanaru Yabou!! (ロックマン4 新たなる野望!!) - NES, PlayStation, PlayStation 2, GameCube, Xbox, Mobile, Wii Virtual Console, Wii U Virtual Console, 3DS Virtual Console, PSN (1991)

American NES Cover

Japanese Famicom Cover

European NES Cover

With the mad scientist Dr. Wily presumed dead at the end of Mega Man 3, it seemed as though the world was ready for everlasting peace. However, one year later Dr. Cossack contacts Dr. Light with a big circuit chip on his shoulder, upset that he never recieves the recognition he believes he deserves. The Russian robotic engineer sends out eight of his creations to battle Mega Man and to show the world who is the greatest robot creator once and for all!

It's hard to tell how well the reveal after fighting the new doctor was hidden to players' eyes back during the release, given the absense of any mention in the instruction booklet or on the back of the box. For a brief moment, many players might have believed that Capcom would've finally changed the antagonist for good - until Wily teleported in during the post-battle cutscene. At the very least, this game had more of a chance compared to the widespread fan coverage and intel splurge across the internet in modern times, which would've found out the surprise days before shipment from an early copy or mere hours after the Japanese version hit storeshelves. Regardless, this game and the next two would follow the same plot formula with a teased new villian and two fortresses to run and gun through as a refined way of keeping the stage count up.

The fourth game added two new elements to the series. The first is a minor perk with the debut of Eddie, who appears occasionally in empty rooms to drop off an item, essentially replacing the Mystery Cans. The second, however, is a major dividing line for gameplay balance: a New Mega Buster that can be charged to power up Mega Man's shots. The fully-charged blast is longer, wider, and hits three times harder than a normal shot, and can pierce through a row of weaker enemies. Given the fact that the big buster blast costs nothing other than a brief hold of the B button (making Mega Man flash between green and light blue), it can be overpowering, or steal emphasis from many of the Robot Master weapons, especially the buster replacement varieties like Dust Crusher, Drill Bomb, and partially the Ring Boomerang. In all actuality, the charged Mega Buster isn't ever necessary, nor the best option in many situation. There are still plenty of enemies that can be destroyed by one standard shot or have too much HP for one powered blast to take down, and will fall faster with a slew of quickly tapped-out bullets instead. Still, the enemy-piercing powers and size are useful, particularly for the tiny robo bird Coswallowns that is following its mother bot, or the junk block stacks in Dust Man's stage. The bone-throwing Skeleton Joes also can only be truely defeated with a charged blast, too. In short, the additional firepower isn't quite a gamebreaker, but also not as radical a gamechanger as the slide was.

Tiny tweaks have also been made to Rush and his forms. The Rush Jet no longer stays stationary, and keeps flying forward once Mega Man hops on, but it can still be steered up and down. It also doesn't fly through water, either. These nerfs were necessary to not overshadow his other abilities. The Rush Marine loses its ability to hop out of water, though a bug makes it possible to swim in the air on Dive Man's adjusting tidal water. Even with an almost entirely water-based stage, the Marine form is still underused, and Mega Man 4 would be the last game to have it available. The Rush Coil still serves just the same, but it has competition with two optional utility powerups in the game: the Wire and Balloon items. The Balloon works almost exactly like Item-1 from Mega Man 2, though it elevates much slower, especially with Mega Man standing on top of it. The Wire works more or less like the Rush Coil, but it can take the Blue Bomber even higher as long as there is a ceiling above to hook onto. The Wire can also damage baddies above if they get in the way.

Robot Masters

DCN-025 Bright Man

A vibrant light bulb egghead built as a beacon for rescue missions, who is able to freeze Mega Man with his 10 million watt Flash Stopper. Yoshitaka Enomoto, the winning designer, later became an professional illustrator. His original submission was named Pearl Man, after the Japanese brand light bulb maker. [Weakness: Rain Flush]

DCN-026 Toad Man

His original attack from the design contest had him attacking with his long Tongue Cannon. In the game he hops around and does a little dance to summon a storm of acidic Rain Flush, but he can be easily cancelled out of it with a simple buster shot. After figuring out this method, it becomes easy to make this toad croak without taking a single ounce of damage. [Weakness: Drill Bomb]

DCN-027 Drill Man

Would it surprise anyone to learn that this Robot Master was built for boring in construction? His exploding Drill Bombs can blasts through a few walls, similar to the Hard Knuckle & Crash Bombs. He loves diving into the soil underneath to pop up right on Mega Man like a shark, which tends to drag the battle out to a tedious match rather than be any major threat. [Weakness: Dive Missile]

DCN-028 Pharaoh Man

Submitted as Mummy Man, this King Tut bot was built to excavate pyramids since he is able to ward off curses (don't ask how). He can charge up his fiery Pharaoh Shot and so too can Mega Man once he obtains his weapon, though it floats over the good Rock's head as a flaming orb once powered up. Supposedly, this powerful ball of fiery death was only intended to defend against tomb robbers. Seems a little excessive... [Weakness: Flash Stopper]

DCN-29 Ring Man

Don't laugh! This modified police bot flings chakram Ring Boomerangs that are fast and powerful and can reach the length of the entire screen in his hands. He's one of the harder bosses to fight in the game, even with his weakness. He was designed by one of the few female contest winners. [Weakness: Pharaoh Shot]

DCN-030 Dust Man

A dorky vacuum cleaning Robot Master that's both laughably easy and annoying as hell to beat. When he's not upchucking dirty debris chunks known as his weapon Dust Crusher, he sucks Mega Man in with his vacuum head, which also leaves him invulnerable. The best aspect of him is the trivia about his contest winner, Yuusuke Murata. After being a runner-up and getting his name in the credits of Mega Man 3, he got his design in here, and again with Crystal Man in Mega Man 5 a year later, making him the only person to win the design contest twice. Yuusuke later became a manga artist for popular series such as Eyeshield 21. [Weakness: Ring Boomerang]

DCN-031 Dive Man

Submitted with the odd name Diver USSR-U, this submarine-based bot (complete with a periscope on his head) can survive the intense pressure of the deep sea and is able to propel himself like a torpedo at Mega Man, even though he tends to get motion sickness from doing this (not in-game, unfortunately). His Dive Missiles home in on their target, or at least sort of, since the pathfinding programming is a tad wonky and loves to overshoot sometimes. [Weakness: Skull Barrier]

DCN-32 Skull Man

Gotta give this one points for style. He's able to make spinning energy Skull Barriers to protect himself. They're not as durable as Leaf Shields, but at least Mega Man can move around while it's activated. He was supposedly built for combat purposes, but he has an odd AI that lets him stand still and not budge or attack until Mega Man moves horizontally or shoots first. Not exactly a proactive soldier despite having such an intimidating design. [Weakness: Dust Crusher]

Right from the start, Capcom was adamant on trying to make each new Mega Man game bigger and better. From the new 8-bit "Capcom Presents" logo to the intro cutscene detailing the backstory to the entire franchise (complete with big unique sprites) to the two unique fortresses to plow through with bigger bosses in an attempt to become the most spectacular game in the series yet. The battle with Dr. Cossack's UFO catcher grabber machine ends with a more complex and longer cutscene revealing the true bad guy, complete with multiple text scrolls for the characters' lines - a big step above any cutscene the series had seen up to that point. The animated sprites on the Weapon Get screen, spinning Mega Man's head around and even wagging Rush's tail, are a nice touch as well. Unfortunately, the grander trappings couldn't revitalize the stale-growing gameplay as much as the developers hoped for. The greater amount of stage locales were hindered with a darker tonal scheme, barely going bright outside of stark blues, leading to a shadier, gloomier hue and theme, as cold as the twin Siberian castles Mega Man must traverse. The stage gimmicks are either half-hearted or frustrating, from Ring Man's light rails to Bright Man's swinging platforms or fighting against Toad Man's rain or sewer currents. The big mini-bosses in the stage halted the game flow. Many of them take too much damage to take down or are generally difficult to hit, forcing the player waiting for the right moment to strike. Ring Man is especially at fault of this with 2 different mid-bosses to battle throughout the stage. The hippo Kabatoncue rests atop a tall platform that can only be hit by normal shots after knocking down column pieces that regenerate while dodging its homing missiles at the same time; and the nasty stack of rings called Whopper can only be hit when it fires out its huge rings exposing his eye. Even many of the Robot Master battles suffer the same issue, stalling the battle with invulnerable moves or attacks. While the weapons are fairly useful this time, at least three of them serve the same purpose as the Mega Buster, only worth switching to if said weapon is the known weakness to an enemy or boss.

At least the game keeps the tradition of pulse-pounding music going. Minae Fujii takes the reins with Yasuaki Fujita supervising, and while the square wave channels have shifted more to the tweeter side than sub-woofer, there's some synchopated play to the melodies rather than sticking to a hard-driving beat. As a result, many themes are less likely to stick in your head, particularly such duds as Dust Man's Stage and the second Wily's Fortress theme. The Password menu music argurably ranks as the most annoyingly grating four seconds of looped notes the series has ever seen. Thankfully, the weak links are strengthened with some underrated classics, as Dr. Cossack's Stage 2 track has become somewhat of an underdog fan favorite - sort of the more solemn yin to the Mega Man 2 Wily Stage 1's yang. Not only that, there's a unique Final Boss tune, and it's fittingly intense and pulse-pounding as Wily's little machine flashes in random positions on the screen, before firing balls of hot death towards the Blue Bomber. Sadly, this would be the last title to be particularly praised for its soundtrack for years to come, as many of the later games' tracks would fall into ennui for the collective gamer's mind.

Probably the best metaphor for Mega Man 4 is the last moment Dr. Wily is seen after bowing for forgiveness. The mad doctor arches his eyebrows as he swiftly escapes through a hidden swivel door right next to him, before the fortress self-destructs. It's obvious that he will be seen again and again much like a punch-clock Saturday morning villian as the series began turning into a safe and by-the-numbers, annually shipped franchise machine. A good formula yes, but still same ol', same ol' and losing it's novel luster fast.

Quick Info:

Developer:

Publisher:

Designer:

  • Yoshinori Takenaka
    S. Kobashi
    Keiji Inafune

Genre:

Themes:


Mega Man 4 (NES)

Mega Man 4 (NES)

Mega Man 4 (NES)

Mega Man 4 (NES)

Mega Man 4 (NES)

Mega Man 4 (NES)

Mega Man 4 (NES)

Mega Man 4 (NES)

Mega Man 4 (NES)

Mega Man 4 (NES)

Mega Man 4 (NES)


Additional Screenshots


<<< Prior Page

Next Page >>>

Page 1:
Intro
Characters

Page 2:
Mega Man
Mega Man 2

Page 3:
Mega Man 3
Mega Man 4

Page 4:
Mega Man 5
Mega Man 6

Page 5:
Mega Man 7
Mega Man 8
Mega Man & Bass

Page 6:
Mega Man 9
Mega Man 10

Page 7:
Mega Man (Game Boy)
Mega Man II
Mega Man III

Page 8:
Mega Man IV
Mega Man V

Page 9:
The Power Battle
The Power Fighters

Page 10:
The Wily Wars
Mega Man (Game Gear)
Complete Works

Page 11:
Battle & Fighters
Anniversary Collection
Powered Up

Page 12:
Wily & Right no RockBoard
Mega Man Soccer

Page 13:
Battle & Chase
Super Adventure Rockman

Page 14:
Tiger LCDs
IBM PC Games
Rockman & Forte Wonderswan

Page 15:
Rockman's IQ Challenge
Rockman Gold Empire
Rockman Strategy

Page 16:
Mobile Games
Panic Shot! Rockman
Street Fighter x Mega Man

Page 17:
Unreleased Games
The Krion Conquest

Page 18:
Cameos
Other Media
Legacy

Back to the Index