Mega Man Zero 3 is a video game developed by Inti Creates and published by Capcom for the Game Boy Advance (GBA) handheld game console.
This is what makes the Zero series so great. Great gameplay, great story. Zero 3 continues the interesting storyline from the other two (more specifically, the second one). Zero, Ciel, and some Resistance Soldiers go to investigate a crashed ship with the signature of the Dark Elf (Play MMZ 2 for the backstory). When they get there, Harpuria threatens Zero, and a strange yet familiar voice beckons to Zero. The story elevates from there, leading to a great ending, a huge plot twist, and questions about the future (for MMZ) neat.
Some people will throw this game down frustrated after the first level. Mega Man Zero 3 is obscenely hard. Each level requires a couple of playthroughs to get the layout of the level, so you can figure out how not to die quickly. Not to mention the large number of enemies pervading every all and passageway. Each boss is unfairly fast and powerful. And without some fast thinking and quick reflexes, you’ll be dead in a few seconds.
The cyber elf system has taken a major overhaul. Instead of being able to use elves once, and then never have them again, you have the option of using two elves as “satellite” elves. A satellite elf will give you all the effects of the elf while leaving your score unchanged. All satellite elves can be equipped and unequipped at will, making things a bit easier. Using an elf as a satellite will cost extra E-Crystals, but it’s well worth it. Not all elves can be used as satellites (A vast majority can, however). Those that can only be used once are known as Fusion elves, which behave exactly like in the first two games.
A new weapon, the Recoil Rod, makes an appearance. Basically energy tonfas, the Recoil Rod will break down some walls and knock enemies (including some bosses) back.