the cutting room mirror

Mega Man III (Game Boy)

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Mega Man III is the third game in the Game Boy Mega Man series. This time Capcom brought back the team who worked on Dr. Wily's Revenge to keep things a bit more consistent.

Sub-Pages#

Unused Enemies#

Cutting Wheel#

YOU AGAIN
Object ID: $01
The Cutting Wheel from Mega Man: Dr. Wily's Revenge. While defined as a valid enemy, its code is no longer in the ROM, being replaced by dummy logic that immediately despawns the object.

(Source: Original TCRF research)

Unused Graphics#

Mega Man#

Early

Final

There's a hole going right through this one!
okay now it's a reflection

This early buster shot based on the NES sprite would get replaced with its equivalent from the first Game Boy entry.

Bosses#

Gemini Man#

Unused

Used

An odd unused version of Gemini Man's firing sprite with a small, misshapen buster. The version of the frame that is actually used matches the equivalent frame in the NES Mega Man 3.

Spark Man#

Unused

Used

An unused version of the frame when Spark Man is about to throw Spark Shock. Although equivalent graphics were used in the NES Mega Man 3, here his legs are in the same position as he is charging his shot.

Shadow Man#

Unused

Used

An unused version of the sprite when Shadow Man is about to throw a Shadow Blade. The unused version depicts his arm in a slightly different position compared to the used one.

Unused

Used

An unused version of the frame when Shadow Man is throwing a Shadow Blade. While equivalent graphics were used in the NES Mega Man 3, for whatever reason, this game re-uses the "closed mouth" version of these tiles from his intro animation.

Enemies#

Hologran#

An unused flashing sprite for Hologran. In the NES Mega Man 3, the Hologran would flash like this before making the screen dark.

Walking Bomb#

Unused

Used

An unused sprite for the Walking Bomb jumping, like in the NES version. This game reuses one of its walking frames for its jump animation.

Unused

Used

An unused alternate version of the Walking Bomb doing its thing.

Helipon#

Unused

Used

Part of this Helipon sprite is erroneously missing in this game, but graphics for it do exist in the code.

Boulder#

In the NES Mega Man 4, the boulders in Drill Man's stage had an additional "burst" effect after they hit the ground, but before split into debris. Here, they just shatter immediately when they hit the ground.

Minibosses#

Moby#

Teleportation sprites for Moby. In the final game, they are already in their rooms when you encounter them.

Fonts#

Debugging Font#

MMIII_-_Font_Tools_(Unused).png
Some unused tiles that were possibly used as part of debugging tools.

MMIII_-_Font_(Unused).png
An unused font that goes from 0 to F, likely a debugging font.

Password Font#

Early

Final

An early version of the password font, very similar to the one seen in Wily's Revenge!

Unused Damage Values#

By modifying the weapons menu code to have all weapons earlier it is possible to use some weapons on some bosses that would normally be impossible to do, and thus see some unused damage in the game.

Weapon Damage Data

Boss

Snake Man

Gemini Man

Shadow Man

Spark Man

Skull Man

Dive Man

Drill Man

Dust Man

Punk

Giant Suzy

Wily Machine 1st

Wily Machine 2nd

Notes:

  • The weapons Snake Man, Gemini Man, Shadow Man and Spark Man do not work on themselves, as the weapons end up recoiling.
  • The 8 Robot Masters take 1 damage when using Screw Crusher on them.
  • When using the Skull Barrier weapon on Skull Man he will take 1 damage.
  • When using the Dive Missile weapon on Dive Man he will take 1 damage.
  • When using the Drill Bomb weapon on Drill Man he will take 1 damage.
  • When using the Dust Crusher weapon on Dust Man he will take 1 damage.
  • When using the Screw Crusher weapon on Punk he will take 0 damage.

Snake Man Unused Damage:

  • When using the Drill Bomb weapon he will take 2 damage.
  • When using the Dive Missile weapon he will take 1 damage.
  • When using the Dust Crusher weapon he will take 1 damage.
  • When using the Skull Barrier weapon he will take 1 damage.

Gemini Man Unused Damage:

  • When using the Dust Crusher weapon he will take 2 damage.
  • When using the Dive Missile weapon he will take 1 damage.
  • When using the Drill Bomb weapon he will take 1 damage.
  • When using the Skull Barrier weapon he will take 1 damage.

Shadow Man Unused Damage:

  • When using the Skull Barrier weapon he will take 2 damage.
  • When using the Dive Missile weapon he will take 1 damage.
  • When using the Dust Crusher weapon he will take 1 damage.
  • When using the Drill Bomb weapon he will take 1 damage.

Spark Man Unused Damage:

  • When using the Dive Missile weapon he will take 2 damage.
  • When using the Drill Bomb weapon he will take 1 damage.
  • When using the Dust Crusher weapon he will take 1 damage.
  • When using the Skull Barrier weapon he will take 1 damage.

Unused Music#

Punk#

Punk's theme is only played once in the game. The last 8 seconds of the song are never heard through normal play, nor does it ever loop.

Robot Masters#

A version of the Robot Master demo theme from Mega Man 4, which is itself a version of Mega Man 2's title theme. This was later used in Mega Man IV for the Robot Master demonstrations.

(Source: Original TCRF research)

US Sample Version#

Sample

Final

Same thing, but "SAMPLE"!

A US sample version exists where the only difference is that "SAMPLE" was added to the title screen.

Regional Differences#

Title Screen#

Japan

US