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  • Sadism. Two syllables. Noun. The tendency to derive pleasure from inflicting pain , suffering

  • or humiliation on others. Needless to say, the shoe would seem to fit. But youll notice

  • that the definition states pain, suffering or humiliation . When youre deriving pleasure

  • from inflicting all three, that’s something different. That makes you Capcom.

  • See, there’s sadism...and then there’s Mega Man.

  • The series may have been born in 1987, but Mega Man didn’t become what it became until

  • 1988. That’s when Capcom followed a good game with a better game...a landmark game...in

  • fact, one of the greatest 8-bit games ever. Mega Man 2 was that good, and in its aftermath,

  • Capcom faced a decision. Repeat or refine?

  • Of course, that question begs another. How do you refine perfection? How can you make

  • something so good...better? Where do you possibly go from Mega Man 2?

  • The answer? Mega Man 3.

  • Released to the Nintendo Entertainment System in 1990, Mega Man 3 showed a developer at

  • the top of their game. Capcom couldve rehashed Mega Man 2 with an indistinguishable copy.

  • They didn’t. They stepped back and said, “How do we make Mega Man even better?”

  • And to a lot of people, that’s exactly what they did.

  • On the most basic level, Mega Man 3 is formulaic. It’s an action-platformer with the same

  • foundation as its two predecessors. There are eight bosses to defeat, and the order

  • in which you do so is entirely up to you. After defeating one, you absorb their weapon...and

  • that’s where method of attack becomes important.

  • Each boss is vulnerable to the special abilities of another.

  • Add some reflex-testing action sequences and the most complex and razor-sharp platforming

  • this side of the Mushroom Kingdom, and you have the basic Mega Man template. But there

  • are a few things that make Mega Man 3 so special. One, all the gameplay tweaks, and two, the

  • clear inspiration that went into its design.

  • The soundtrack, for starters, is among the greatest ever on the NES. But what I’ve

  • always loved about Mega Man 3 is the diversity of its level and boss design. You go from

  • the ultra-mechanical environments of Magnet Man and Spark Manwhich are traditional

  • Mega Manto a level like Gemini Man, where this minimalist landscape eventually gives

  • way to a dark, almost Metroid-like underworld.

  • There’s a diversity here that really makes this Mega Man feel unique.

  • It took Capcom two years to do it, but when they finally delivered a follow-up to their

  • Mega Man masterpiece...it came in the form of another. From the addition of the slide

  • and helpful robot dog Rush to the great aesthetics and mysterious fan-favorite Proto Man, Mega

  • Man 3 took its blossoming franchise to another level. Its mixture of the traditional and

  • the creative represents a pinnacle for 8-bit game design. And even twenty years later...pain,

  • suffering and humiliation have never been more fun.

Sadism. Two syllables. Noun. The tendency to derive pleasure from inflicting pain , suffering

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