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Mega Man 3
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==Development== Development on ''Mega Man 3'' began at [[Capcom]] over a year after the release of ''Mega Man 2''. [[Akira Kitamura]], the lead supervisor for the first two games quit his job at the company during that gap of time.<ref name="r20"/> Artist [[Keiji Inafune]], credited as "Inafking", considered ''Mega Man 3'' as one of his least favorite entries in the series due to "[...] what went into the game and what was behind the release of the game."<ref name="gamesradar"/><ref name="inafuneinterview">{{cite magazine | title=Power Profiles: Keiji Inafune | date=October 2007 |magazine=[[Nintendo Power]] | author=''Nintendo Power'' staff | publisher=[[Nintendo|Nintendo of America]] | issue=220 |pages=79–81 | issn=1041-9551}}</ref> He had "preset notions" about successful development because of the team's good experience with ''Mega Man 2'' and found that his new superior "didn't really understand ''Mega Man'' the way his predecessor did".<ref name="r20"/> During the game's production, the developers lost the main planner, so Inafune had to take over that job for its completion.<ref name="inafuneinterview"/> Inafune recalled the final two months of development as particularly turbulent, when he had to take responsibility for assessing and dividing up tasks among the team members who were not meeting deadlines.<ref name="r20"/><ref>{{cite journal| journal=CFC Style Fan-Book | volume=3 | author=Inafune, Keiji | year=1997 | title=''Rockman'' 10th Anniversary Celebration Plans | publisher=[[Capcom]] | language=ja | page=24 }}</ref> The team was forced to put ''Mega Man 3'' on the market before they thought it was ready, releasing it in September instead of the series' usual arrivals in December. Inafune concluded, "I knew that if we had more time to polish it, we could do a lot of things better, make it a better game, but the company said that we needed to release it. The whole environment behind what went into the production of the game is what I least favored. Numbers one and two – I really wanted to make the games; I was so excited about them. Number three – it just turned very different."<ref name="inafuneinterview"/> ''Mega Man 3'' brought new characters and gameplay mechanics to the franchise. Though Inafune considers the gameplay to have lost some of its simplicity, he felt Mega Man's slide ability was successfully implemented to enhance the player's control while battling enemies.<ref name="r20"/> Mega Man's sidekick dog Rush was designed by combining the functionality of three support tools from ''Mega Man 2'', which would ease the player's navigation of stages.<ref name="r20"/> In addition to the Marine and Coil modes, Rush was originally intended to have a "drill" mode that would allow Mega Man to tunnel underground.<ref name="r20-2">{{cite book |isbn=978-1-897376-79-9 |date=January 6, 2010 |title=Mega Man: Official Complete Works|publisher=[[Udon Entertainment]] | pages=120–121}}</ref><ref name="tgs07">{{cite web | author=Niizumi, Hirohiko | date=September 23, 2007 | title=TGS '07: ''Mega Man'' celebrates 20th anniversary | url=http://www.gamespot.com/news/6179759.html | work=[[GameSpot]] | publisher=[[CBS Interactive]] | access-date=May 25, 2010 | archive-date=December 16, 2012 | archive-url=https://archive.today/20121216073332/http://www.gamespot.com/news/6179759.html | url-status=live }}</ref> Another new character, Proto Man, was introduced in a way that the player would be unable to tell if he was an ally or an enemy to Mega Man.<ref name="r20"/> His design was influenced by [[anime]], and he was given both a scarf and shield to make him appear "tougher" than Mega Man.<ref name="r20"/> The design team wanted Proto Man to sport uncovered hair, but they instead opted for an open-faced helmet illustration for both the television commercials and instruction manual.<ref name="r20-2"/> Proto Man's original Japanese name, Blues, was changed by Capcom's North American division despite Inafune's protests. Capcom did this not only to be consistent with Rockman's English name, but because they thought that the name Blues made no sense. Inafune attempted to defend it due to the name's [[Blues|musical connotation]] to character names in the series.<ref name="playmag">{{cite magazine |magazine=[[Play (UK magazine)|Play]] | date=April 2004 | author=Hoffman, Chris | title=The Best Damn ''Mega Man'' Feature Period | volume=3 | issue=4 | publisher=[[Imagine Publishing]] | issn=1747-7859}}</ref> Though Rush and Proto Man were created solely by the developer, Capcom sought ideas from fans for the creation of the game's Robot Masters as they had done with ''Mega Man 2''.<ref name="tgs07"/> The team received around 50,000 design submissions for ''Mega Man 3'', only eight of which were used in the game.<ref name="r20"/><ref>{{cite magazine | script-title=ja:ロックマン3 |trans-title=Rockman 3 |magazine=[[Famitsu|Weekly Famitsu]] | author=Famitsu staff| date=June 22, 1990 | issue=103 | page=214 | publisher=[[Enterbrain]], [[Tokuma Shoten]] | language=ja}}</ref> [[Harumi Fujita]], credited as "Mrs. Tarumi", was the initial composer of the game, but she only completed a few songs before giving birth and having to drop off the project.<ref>{{cite web|url=http://www.vgmonline.net/harumifujitainterview/|title=Harumi Fujita Interview: Ghosts, Goblins, and Gargoyles|publisher=Video Game Music Online|last1=Greening|first1=Chris|date=August 15, 2015|access-date=August 19, 2015|archive-date=April 12, 2019|archive-url=https://web.archive.org/web/20190412065348/http://www.vgmonline.net/harumifujitainterview/|url-status=live}}</ref> She composed the songs ‘Needle Man’, ‘Gemini Man’, and ‘Staff Roll’.<ref>{{Cite web|url=https://bravewave.net/artist/harumi-fujita/|title=Harumi Fujita|website=Brave Wave Productions|language=en-US|access-date=July 20, 2017|archive-date=January 7, 2017|archive-url=https://web.archive.org/web/20170107210702/http://www.bravewave.net/harumi-fujita|url-status=live}}</ref> Capcom composer [[Yasuaki Fujita]], also known as "Bun Bun" was then assigned to complete the soundtrack and created the majority of the score.<ref name="mm9arrange"/><ref name="ippoyamada"/>
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