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Mega Man X3

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Mega Man X3

Nov 30, 1995

Main game

3.71 average rating based on 510 ratings

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Mega Man X and his trusty partner Zero have a new force to reckon with. Who or what has caused a riot of Mavericks to break out in the experimental utopia known as Doppler Town? Named after the scientist reploid, Doppler Town was supposed to be a place where humans and reploids could live in harmony. After discovering a virus that was turning reploids to Mavericks, Doppler's anti-virus was a big success. But Doppler itself became infected with the virus and assembled a team to take out the Maverick Hunter Units. The Doppler Effect is about to unfold, with Mega … More
Mega Man X and his trusty partner Zero have a new force to reckon with. Who or what has caused a riot of Mavericks to break out in the experimental utopia known as Doppler Town? Named after the scientist reploid, Doppler Town was supposed to be a place where humans and reploids could live in harmony. After discovering a virus that was turning reploids to Mavericks, Doppler's anti-virus was a big success. But Doppler itself became infected with the virus and assembled a team to take out the Maverick Hunter Units. The Doppler Effect is about to unfold, with Mega Man X and Zero the only cure for the deadly virus! Less
Release Dates
Nov 30, 1995 Full Release (North_America)
Super Nintendo Entertainment System
Dec 01, 1995 Full Release (Japan)
Super Famicom
May 1996 Full Release (Europe)
Super Nintendo Entertainment System
Jul 01, 2010 Full Release (Japan)
Legacy Mobile Device
Aug 28, 2014 Full Release (North_America)
Wii U
Oct 08, 2014 Full Release (Japan)
Wii U
Nov 06, 2014 Full Release (Europe)
Wii U
Nov 06, 2014 Full Release (Australia)
Wii U
Aug 11, 2016 Full Release (Europe)
New Nintendo 3DS
Nov 10, 2016 Full Release (North_America)
New Nintendo 3DS
TBD Full Release (Korea)
Super Nintendo Entertainment System
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User Stats
1145
In Collection
149
Wish Listed
17
Playing
253
Backlogged
How Long Is Mega Man X3?
Main story: 5.6 hours
Main + extras: 4.1 hours
100% completion: 8.0 hours
Total completions: 13
Related Content
Dallen
Dallen gave Aug 7, 2018
Dallen gave Aug 7, 2018
"Meh"gaman X now with more STUFF

Honestly this just feels jumbled and clustered. None of the additions really add anything, the music takes a serious hit from the last 2 games, and the level design is just okay. At least the final boss feels not too easy or too hard. Everything else is just "meh"ga man X.

Ravenfeather1809
Ravenfeather1809 gave Nov 20, 2023
Ravenfeather1809 gave Nov 20, 2023
Obtuse and frustrating, but not horrible
This review is for the Super Nintendo Entertainment System version

I LOVE the first two Mega Man X games. The first game perfectly evolved the Mega Man formula with fast paced action and rewarding exploration. The second game had hidden boss fights that made me change how I play a Mega Man game, and challenged me with levels that required precision platforming. The more I think about the first two games, the more I appreciate them. The opposite happened with X3 for me. When I finished it I first thought "that was alright" but when I reflect on my time with the game, I start noticing more flaws.

I had a rough time getting over the difficulty curve at the start of the game. Enemies hit like a truck, and bosses hit like a meteor strike. So I went from level to level getting all the heart containers and armor upgrades I could get without boss weapons, and then would run out of lives at the boss fight. It wasn't a good way to start out the game. I don't mind harder Mega Man levels, but this isn't the answer. My small health bar didn't let me make enough mistakes to learn how to fight these bosses before I had …

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I LOVE the first two Mega Man X games. The first game perfectly evolved the Mega Man formula with fast paced action and rewarding exploration. The second game had hidden boss fights that made me change how I play a Mega Man game, and challenged me with levels that required precision platforming. The more I think about the first two games, the more I appreciate them. The opposite happened with X3 for me. When I finished it I first thought "that was alright" but when I reflect on my time with the game, I start noticing more flaws.

I had a rough time getting over the difficulty curve at the start of the game. Enemies hit like a truck, and bosses hit like a meteor strike. So I went from level to level getting all the heart containers and armor upgrades I could get without boss weapons, and then would run out of lives at the boss fight. It wasn't a good way to start out the game. I don't mind harder Mega Man levels, but this isn't the answer. My small health bar didn't let me make enough mistakes to learn how to fight these bosses before I had to start the stage over because I ran out of lives.

Once I got over that rough start, I was having fun! Mega Man X3 wasn't doing anything new, but the gameplay was fun. Since these levels are harder, I found myself slowing down and taking things carefully. It felt like I was playing a Mega Man game instead of a Mega Man X game at times. I can see the slower action turning people off, but because I love the classic Mega Man games, I felt right at home. Although I would have had a better time with the difficulty if the boss weapons were useful in combat. They either had a slow rate of fire or wouldn't kill enemies faster than my buster. Triad Thunder was the only one I found useful since it was a shield and exploded into a huge attack.

After finally beating the 8 Mavericks, it was time to get the upgrades I missed before starting the Sigma stages. I had to do way more backtracking than I did for the previous two games. The way you unlock many of these upgrades are obtuse, I don't know how someone could figure these out without a guide. Mega Man games love not explaining anything to you, including one of the selling points of this game, finally being able to play as Zero! I didn't know I could switch to Zero until the game was almost over because it was hidden in the pause menu. I was disappointed I didn't know this at the start of the game, until I played as him. His hurtbox is huge, he doesn't get to use any of the armor upgrades or boss weapons, and X steps back in for any boss fight. At this point I am scratching my head wondering why the developers made all of these poor choices, and it only got worse from here.

The Sigma stages in X3 had everything I dislike in Mega Man games. Recycling bosses, spamming the same enemies over and over, cheap deaths, waiting, and a annoying final boss fight. All of the recycled content made these last levels a chore to get through. It made me realize the game literally only had 5 enemies to use in every level, this isn't a Gameboy game, they didn't need to save on memory, what happened? The boss rush in this game was particularly annoying because you had to watch a 15 second explosion every time you defeated a boss. The final boss fight ended with an escape sequence I was not prepared for, and so I died...and had to re-do the boss fight, which meant farming enemies to refill my sub tanks :) I don't understand why X3 didn't take notes from X1 on how to re-use bosses in a better way and how to make refilling sub tanks easy.

So yeah, the beginning and ending of X3 wasn't fun for me. I still don't hate this game, but since most of the experience wasn't as good as the previous two games, and because everything new about the game was obtuse, I can't give this a positive rating.

EDIT: I forgot to talk about the music! It was also disappointing for a Mega Man game! Having level themes that loop in 10 seconds is pretty bad

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Krauzer
Krauzer gave Jun 27, 2025 (edited)
Krauzer gave Jun 27, 2025 (edited)
Krauzer's review of Mega Man X3

The third MMX entry for the SNES is a high-octane platformer that builds on the success of its predecessors with tighter controls, new gameplay mechanics, and a greater sense of challenge. The game introduces Zero as a temporary playable character (albeit limited), adding a fresh dynamic to the series, the boss fights remain a highlight, and the ability to collect armor upgrades and ride mechs adds variety. However, it’s often considered less innovative than X or X2, with some level design and music not quite reaching the same heights.

This is the weakest MMX from the SNES platform, I can safely say you can skip this one, it is not as "must-play" as the other two previous titles. Though if you are a fan I highly recommend not skipping this one, it is a very enjoyable game even though it has a lot of flaws and it is way less inspiring than previous entries, at the end of the day, this is still MMX, just not the best one that Capcom developed for the SNES platform.

As for its visuals, this entry shows small but noticeable improvements over X2, with more detailed sprites and occasional use of scaling effects that …

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The third MMX entry for the SNES is a high-octane platformer that builds on the success of its predecessors with tighter controls, new gameplay mechanics, and a greater sense of challenge. The game introduces Zero as a temporary playable character (albeit limited), adding a fresh dynamic to the series, the boss fights remain a highlight, and the ability to collect armor upgrades and ride mechs adds variety. However, it’s often considered less innovative than X or X2, with some level design and music not quite reaching the same heights.

This is the weakest MMX from the SNES platform, I can safely say you can skip this one, it is not as "must-play" as the other two previous titles. Though if you are a fan I highly recommend not skipping this one, it is a very enjoyable game even though it has a lot of flaws and it is way less inspiring than previous entries, at the end of the day, this is still MMX, just not the best one that Capcom developed for the SNES platform.

As for its visuals, this entry shows small but noticeable improvements over X2, with more detailed sprites and occasional use of scaling effects that push the SNES hardware further. Some stages experiment with verticality and alternate routes, which can be rewarding when hunting for upgrades or optional secrets. That said, these ideas don’t always translate into memorable level flow, and a few stages feel more frustrating than challenging, especially when enemy placement borders on excessive. The increased difficulty can sometimes feel artificial, relying more on damage output than clever design.

The OST follows a similar pattern, competent and energetic, but rarely iconic, while there are tracks that fit the fast-paced action well, very few leave a lasting impression compared to the unforgettable themes from earlier entries. Overall, this title succeeds in delivering solid, gameplay and a sense of progression that won't disappoint fans of the series. It may lack the cohesion of its predecessors, but it remains a worth experience for people who want more SNES Mega Man X content to enjoy.

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GigaDeathNullGolem
GigaDeathNullGolem updated their status Jan 13, 2024
GigaDeathNullGolem updated their status Jan 13, 2024

Been playing with Bing to make a lot of fun Mega Man art, not sure which to post this on but i liked the idea of replacing Rush with a Cheetah-cycle. Some of my favorites: enter image description here

I asked for a Predator style laser cannon and it gave me steel preadator-parrot... and kittens? enter image description here

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