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SOJ Mega Man X3 · The History
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The History of Mega Man X3

The History of Mega Man X3
The last Super NES chapter: a playable Zero, an outsourced production, and a 32 bit second life America never got.

Mega Man X3 (Super NES, 1995; Rockman X3 in Japan) begins with peace apparently won by science: Dr. Doppler's technology has neutralized the Mavericks, and the reformed Reploids have built a utopia, Dopple Town, around him. When the utopia revolts and attacks Hunter headquarters, X and Zero ride out again, and Doppler, once captured, reveals the truth: Sigma survives as a computer virus, and the utopia was his new body under construction.

THE MAKING

Capcom designs, outsiders build

By X3, Keiji Inafune had transitioned from artist to director, producer, and writer. Starting with X2 he had wanted the computer virus as a plot device, something he considered more interesting than a tangible villain. His duties now included merchandising the game into toys and trading cards. Capcom kept the scenario, character designs, and artwork in house, but subcontracted much of the actual game design to Minakuchi Engineering, the studio behind most of the Game Boy Mega Man games and The Wily Wars. Inafune recalled experiencing "psychological turmoil" over letting outsiders handle the development.

His own illustrations for X3 were exactly three characters: X, Zero, and Vile. Of Zero he admitted being very "possessive", having a vested interest since the character's creation. The other bosses and enemies were divided among Hayato Kaji, Tatsuya Yoshikawa, Shinsuke Komaki, and Kazushi Itou. The Cx4 chip returned for the wireframe effects. The soundtrack was composed by freelancer Kinuyo Yamashita, working for Minakuchi rather than Capcom; the 32 bit editions added two J-pop vocal songs by Kotono Shibuya, the opening "One More Time" and the ending "I'm Believer".

ZERO, PLAYABLE

One life, no second chances

X3 is the first game in the series where Zero can be played, in a deliberately limited form: he can be called in to take X's place in nearly any stage, but he cannot collect armor parts or power ups and cannot fight the bosses, with one exception that opens the way to a secret weapon for X. The limit has teeth: if Zero is defeated even once, he cannot be called again for the rest of the game. The ending respects the same fragility: if Zero stands uninjured at the climax, he delivers Doppler's antivirus on his sabre; if he was hurt, Doppler sacrifices his own body as the antivirus instead.

THE EDITIONS

The 32 bit version that stayed away
Super NES · 1995 to 1996
Japan December 1, 1995; North America January 1996; Europe May 15, 1996. The last Mega Man X on the SNES, and the version the Legacy Collection carries.
PlayStation and Saturn · 1996
Japan April 26, 1996, Europe March 1997: animated full motion video cutscenes, rearranged and remixed music, and entirely different sound effects. A 3DO port was announced and cancelled with the console's failure.
America · Never released
Capcom stated it was licensing the 32 bit versions to a US company for a North American release. It never happened. America met this edition through the 2006 X Collection, which used the PlayStation version.
Windows · 1997 to 1998
The 32 bit edition reached PC in Japan in March 1997 and in North America and Europe in 1998, where it met the harshest reviews of any version of the game.

THE RECEPTION

A solid send off, said the kind reviews
GameRankings · 70.77%
The SNES aggregate, well below the first game's mark. GameFan's Dave Halverson praised the speed, diversity, and special effects as "a fitting 16 bit finale".
Famitsu · 25 / 40
Japan's panel on the SNES version: 7, 6, 7, 5. The Saturn and PlayStation editions each scored 25 of 40 as well (7, 6, 6, 6).
IGN · 67th best SNES game
The 2011 retrospective list placement, with the site calling X3 "a solid send off for the 16 bit era". GamePro enjoyed the increased difficulty and tight controls.
The Dissent
Super Play asked whether Capcom was cashing in on loyal fans. One EGM reviewer dreamed of the hero forcing him to play more redundant titles. The PC port drew a 1 of 5 from Computer Games Magazine, and Saturn Power rated the Saturn port the worst title on the console at 23%.
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