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Mega Man 3 Improvement

Hack of Mega Man 3

Description:

This is an improvement patch for Mega Man III/Rockman 3. It has many improvements to the game + MANY bugfixes that existed originally in MM3.

Anyone is free to use this for their own Mega/Rock 3 hacks, and any new ones in the future.

Please only use the appropriate patch depending on what ROM your using. The megaman3 patch is only for the English version and the rockman3 is only for the Japanese ROM.

The author will not list all the changes here, they are already listed in the readme. A youtube video was uploaded also to demonstrate many of the changes. Please see the “Video Comments.txt” for the link to the youtube video and to use as a guide to note the changes you’ll see demonstrated.

An ASM file was used from the Japanese ROM hacker named Puresabe, known best for Rockman 4 MI (Minus Infinity). It implements some gameplay physics mods that he presented to me. NOTE: It already has been applied to both English and Japanese versions of the patch.

ROM / ISO Information:

  • File: Rockman 3 - Dr. Wily no Saigo! (J).nes
  • CRC32: FCE6CEA2
  • MD5: 85944FB5 8B6AFC53 F8D20B8C 1E19A0AB
  • SHA1: E82C532D E36C6A5D EAF08C62 48AEA434 C4D8A85A
  • *
  • File: Mega Man III (U) [!].nes
  • CRC32: BE6DBB5D
  • MD5: 1B5BDD75 9448390A BCC9D481 E8D83700
  • SHA1: 0728DB6B 8AABF7E5 25D930A0 5929CAA1 891588D0

Links:

Screenshots:


Credits:

Credits
ContributorType of contributionListed credit
kuja killerHacking

User Review Information

A Great Effort Gets Carried Away

Reviewed By: Mr. Pennington on 07 Apr 2020

I immensely appreciate what this hack ATTEMPTS to do, which is conceptually simple: finish Mega Man 3, a tragically rushed entry in the series. However, just as tragically, what could’ve at long last been the definitive Mega Man/Rockman 3 goes several steps too far, gives you no option to dial back the changes, and becomes unrecommendable to series purists.

It does, indeed, offer some very welcome improvements. The notorious lag is almost entirely absent; I’ve wondered since 1990 what it’d be like to fight Wily’s first form without the game behaving as if it’s attempting to lift a 2-ton boulder. The Top Spin (which is a rather impractical weapon in the first place) can now be used freely without fear of your weapon bar instantaneously depleting. You’ll get to see all the unused graphics and hear all the unused sounds, which breathe new life into the game. At last, “Wiley” and “Right” are “Wily” and “Light.” And while I’m normally not in favor of taking artistic liberties in an improvement/restoration patch, the added intro sequence is undeniably pretty cool. I think MM3 has the most epic intro track of any game in the series, and seeing Rush formally introduced just as the music picks up made me feel like I was playing the game for the first time again.

However, it’s on that note—artistic liberties—where this hack ultimately shoots itself in the foot. One of the first things you’ll notice is that all boss energy bars have been inexplicably relocated to the right side of the screen. I fail to understand how this could be considered an improvement in any way. It’s not only inconsistent with every other NES entry in the series, but we can reasonably assume that boss energy bars originally appeared next to yours so you’d only have to check one part of the screen during battle. You now have the ability to toggle weapons with the Select button, you can exit stages, and Mega Man remains in place after unpausing. Are these all things Capcom SHOULD’VE thought to do by the third game? Absolutely. However, they did not. Remaining in place after unpausing is the only of these features to appear in the NES games, and it wouldn’t appear until 5. It also introduces a problem: with Mega Man remaining in place after an unpause, so does Rush. This is inconvenient at best during a number of sections in the game.

There are several other instances where we leave the realm of “improvement” and enter “level hack” territory. The Doc Robot stages have been altered to be easier. In Gemini Man’s stage, Proto Man inexplicably dons his Break Man mask right in front of Mega Man (which doesn’t make narrative sense) and the tadpole eggs dance. As far as I know, we have no indication that either of those things were originally intended to happen, nor do they serve to improve anything. Finally, the most glaring inconsistency with the rest of the series: gameplay no longer pauses during energy/weapon refills—the refill just happens instantly. I find this change the most confusing of all. It not only breaks consistency with the other NES entries, but with nearly every iteration of Mega Man. Why remind the player for literally the entirety of the game that they’re not playing the real deal?

If the creative changes were optional, I’d have no problem with them whatsoever. They’re not. I think something labeled an “improvement” patch ought to do nothing more than correct obvious errors, restore censored content, and restore inexplicably omitted graphics/animations/sounds within the original code, where we know with at least a reasonable amount of certainty they would’ve been. This hack steps well outside boundaries. I hope we eventually see a version which makes any creative changes optional, because this would otherwise be a gem.

Version 2.22 Recommended - No

User Reviews
HeadlineAuthorDateVersionRecommended
A Great Effort Gets Carried AwayMr. Pennington07 Apr 20202.22No
FIXED! It is playablediablo66601 Dec 20192.21Yes
Simply AMAZING !star_scream164614 Nov 2019N/AYes
Gold Standard for Improvement HacksG30FF13 Nov 20192.2Yes
An obvious replacement marred by one major flawThirteen 135522 Sep 20192.1Yes
Some VERY glaring issues with an otherwise solid hack...BlazeHeatnix01 Oct 20182.1Yes
Absolutely The Definitive Version of Megaman 3Eldrethor17 Feb 20182.1Yes
The way that it should be!Greyfox06 Jan 20162.1Yes
HIGHLY RECOMMENDED!!!Duke2go27 Jun 20152.1Yes
Injects new life to an amazing game!Rodimus Primal18 May 20152.0Yes
The ultimate version of Megaman 3Satoshi_Matrix15 Nov 2012N/AYes