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Mega Man III Return
Original game : Mega Man 3
Platform : NES
Author : Pantheon Sasuke
Release date : 25 May 2009
Category : Complete
Patch version : 1.0
Modifications : G, L
Downloads : 1988
ROM Information
Megaman III (U) [!].nes - GOODNES 3.14Hack description
Mega Man III Return changes the majority of the graphics from the original Mega Man III. Level design, enemy placement, and enemy resistances have also been altered in order to ramp up the difficulty, but there are no true modifications made to the AI.Screenshots
Contributions
| Contributor | Type of contribution | Description |
|---|---|---|
| Pantheon Sasuke | Hacking |
Reviews
| Mega Man III Return - OKAY | Dobu_GM | 2022-04-16 | Version 1.0 |
Mega Man III - Return Levels: Okay Graphics: Okay Music: No Change (shuffled) Enemies: Bad (Few Changes) Bosses: Bad (weakness & room changes) Weapons: No Change Castle: Bad (Wily 2 is Good) Difficulty: MEDIUM-HARD Comments: Return is a hack of polar opposites: soaring highs and abysmal lows. Sometimes the visuals are cohesive and splendid (Needle Man, Top Man) and sometimes they're wretched and poor (Snake Man, Gemini Man, Spark Doc Robot). Sometimes the level design is brilliant and thematically-fitting (Spark Man, Top Man, Hard Man) and other times it's highly repetitive and aggravating (Shadow Man, Spark Doc Robot, Needle Doc Robot). And bosses... well they just suck—damage is unavoidable on Magnet Man, you can't see Snake Man, and almost every other boss is immune to all weapons but their weakness. When Return is good it can be truly impressive (Needle Man's stage and Wily 2 are both brutal yet extremely clever), but when it's bad it sucks harder than a black hole bomb. Only play it if you're curious or a masochist. | |||
| I'm sorry, but this is bad | diablo666 | 2022-04-14 | Version 1.0 |
Graphically, there are no special questions about the hack. Here it is qualitatively changed. It's really not a repainting of the levels, but a good graphical solution. However, the Level Design is terribly thought out here. Instead of the usual passage - you will find a series of all sorts of tests that will be unbearable without abilities. Plus, the ideas embodied in which (Level features) work incorrectly. As a result, instead of having fun, you are probably a hack that REQUIRES you to SPECIFICALLY RUN INTO ENEMIES, and pray that you don't lose before the time. Strengthening enemies is also not good for the hack, because strengthening them created even more problems. Simply put - the hack tried to be interesting, but the ideas, level design, strengthening enemies - played a bad joke to the hack. RECOMMEND? no! | |||
| Poor Level Design | TheLuigiLightning | 2015-05-29 | Version 1.0 |
This hack really should have been thought out a little better. It's not a HORRIBLE hack, but the level design really needs to be reworked. In the Magnet Man stage, you literally have to ride across a huge pit on a magnet enemy, and it's not easy to spawn one going in the right direction, plus, there are a ton of other magnet enemies there to mess you up. I played another stage, I forget which one, and I was hindered by really annoying jumps. Again, poor level design. Needs some work. This is far from the worst level design I've ever seen, and you could make the argument that it's unique and interesting, but the execution sort of fell flat, probably mostly due to the fact that Mega Man 3 wasn't meant to be played this way, and as a result, you're having to work with limited resources. | |||