Mega Man Zero (video game)

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Mega Man Zero
Mega Man Zero box art
Developer(s) Capcom
Publisher(s) Capcom
Release date(s) Flag of Japan April 26, 2002
Flag of United States November 9, 2002
Flag of European Union November 27, 2002
Genre(s) Platformer
Mode(s) Single player
Rating(s) ESRB: E (Everyone)
Platform(s) Game Boy Advance

Mega Man Zero, known in Japan as Rockman Zero (ロックマン ゼロ Rokkuman Zero?), is the first installment in the Mega Man Zero series, the fifth series in Capcom's Mega Man video games franchise. It is the first Mega Man platformer to appear on the Game Boy Advance and was released in Japan on 26 April 2002, in North America on 9 November 2002, and in Europe on 27 November 2002.[1]

Contents

[edit] Gameplay

Mega Man Zero is set an unspecified amount of time after the end of the Mega Man X games and follows the Mega Man staple of side-scrolling platform action. The player takes control of the Mega Man X character, Zero, and guides him across several missions, defeating a boss near the end.

Zero hitting spikes
Zero hitting spikes

As is common with Mega Man games, the main character cannot duck and touching spikes means instant death. Continuing the "tradition" from the Mega Man X series, Zero can cling to walls (albeit he slides down it at a uniform rate) and dash. When clinging onto walls, pressing the jump button and the D-pad in the direction opposite to the wall, makes Zero soar off the wall halfway up the screen (referred to in the manual as wall-kick).[2]

Unlike previous Mega Man games, instead of separate stages, there is a mostly single interconnected overworld as the Resistance base in the center, where every area in the game can be explored freely (a feature that is removed in later Zero games, but returns in Mega Man ZX). In place of the stages is a choice of missions that Zero can undertake in each of the separate areas of the map, and completing one may unlock others.

Player faces off the Giant Mechaliod.
Player faces off the Giant Mechaliod.

There are still bosses to fight in these missions, but not every boss is fought near the end of the stage. It's also possible to fail non-critical missions and continue on with the game,[3] either by using the "Escape Unit" or by choosing to "give up" a mission after losing a life. Doing so marks the mission as a failure, and it will no longer be available; as well the player will miss out on several important items in doing so.

[edit] Weapons overview

The player begins the game with a Resistance handgun and soon acquires Zero's trademark weapon, the Z-Saber. There are two other weapons that the player can acquire: the Shield Boomerang and the Triple Rod. By pressing and holding the button a weapon is assigned to, the player can charge a weapon and use a more powerful attack. There are two charged levels, but the second level can only be unlocked after prolonged use of the weapon. All weapons start off weak, but with constant use, a weapon levels up, unlocking more advanced techniques and abilities.

  • Buster Shot - A gun with long range distance, but weak attack power. It can be levelled up three times.
  • Z-Saber - Zero's trademark weapon. It is short range, but has the most techniques to unlock. It can be levelled up six times, and can be used when walking or dashing.
  • Shield Boomerang - Given to the player by Cerveau. This weapon acts as a shield and when charged, can be thrown as a weapon. Zero cannot dash when it is being used.
  • Triple Rod - A spear-like weapon that can attack in eight directions. Levelling it up will allow the player to extend its length, as well as shorten the length of its charge time. This weapon can only be used pointing down when Zero is in the air, however, it can make Zero bounce off enemies if Zero lands on a enemy with the Triple rod down.[4]

[edit] Elemental damage

As well as levelling a weapon up, the player can use weapons in conjunction with elemental chips that they win from boss battles. There are three in all: Ice, Fire and Thunder, and are effective against certain enemies. The chips only affect a weapon's charged attacks, but are still useful. Furthermore, the elemental chips do 1.5 times the damage of a non-elemental attack if they match the target's vulnerability. For example, Copy X's falcon armor form is weak against Ice, so the Ice chip can be equipped, making it eaiser to defeat him.

  • Thunder Elemental Chip - The first available Elemental Chip. It shocks an enemy and makes them unable to harm Zero for a while. It is effective against enemies with a Fire Elemental Alignment.
  • Ice Elemental Chip - Charged attacks freeze and slows an enemy. It is effective against enemies with a Thunder Elemental alignment.
  • Fire Elemental Chip - Charged attacks damage an enemy slowly after the intial attack. It is effective against enemies with an Ice Elemental alignment.[4]

[edit] Cyber Elves

For more details on this topic, see Cyber Elf.

This game also introduces the concept of Cyber Elves, which are single-use aids with either temporary or permanent effects on Zero or the game's levels. They are hidden throughout the game as well as dropped by enemies. The use of Cyber Elves penalizes the mission score. There are three types of Cyber Elves:

  • Nurse - These are concerned with improving Zero's health, by increasing the life energy gauge, giving a subtank or dropping life energy.
  • Animal - These primarily concerned with improving Zero's abilities. They can help boost agility and some provide backup support during battle.
  • Hacker - These are capable of rewriting Area and Mission data. Some are capable of cutting the level Boss' HP in half, others turn all enemies into Mettaurs or remove them entirely. There are some that can remove the danger of one-hit-kill zones such as spikes and lava permanently, or raise rank to A for one level.
  • Jackson - This hidden Cyber Elf can only be obtained once all the cyber elves are found, fed to their maxinum level, or 'grown up', and not used. This Elf operates by holding A for a couple seconds until Zero is changing colors. While Zero is Changing colors, he is invincible to all enemies and damage zones, but also can't pick up items or use Transervers.

Some elves can only be used once fed energy crystals lying around or that the player picks up from defeated enemies.[5][1]

[edit] Ranks

At the end of each level, the player is scored on their actions throughout the game. The results are split up as follows:

  • Mission - How well the mission was completed
  • Clear Time - How quickly the mission was completed.
  • Enemy - How many enemies were destroyed in the mission.
  • Damage - How much damage was taken during the mission.
  • Retry - How many times the mission was retried (akin to how many lives were lost).
  • Elf - How many and how advanced Elves were used. The less, the better. Elves with permanent effects will continuously penalize Zero for the rest of the game.[2][6]

The total, out of 100, is graded with a lettered rank - S, A, B, C, D, E or F. It's also accompanied by a codename determined by actions taken. Interesting to note is that a elf is hidden in Ciels rom (the door behind Ciel that says 'Its locked') if an A or S rank has been obtained on the last mission.

Bosses have special attacks that they only use if the player is of S or A rank. [2]

[edit] Modes

When the game is beaten, a "New Game Plus" can be played by loading the completed save file. In the new game, Zero will start with all activated Cyber Elves used from the previous game still in effect (the penalties, however, will still remain).[7][6][8]

By meeting certain criteria, two additional modes can be unlocked.

Hard Mode is unlocked by beating the game once. To play, hold L when selecting to start a New Game. In Hard Mode, Zero's weapons cannot increase in strength.[7][6][8]

By beating Hard Mode at A rank or better, and also getting Cyber Elf "Jackson" [7][6][9]

Ultimate Mode is unlocked by beating the game after using every Cyber Elf, including Jackson. To play, hold R when selecting to start a New Game. Ultimate Mode starts Zero off with all Cyber Elves with permanent effects already in use and without penalty. Also, all of Zero's weapons are at full power, and he can even use full-charge attacks instantly by means of simplistic button combos.[7][6][8]

[edit] Story

Zero and Ciel escape the introduction level.
Zero and Ciel escape the introduction level.

The story begins with a human scientist named Ciel and her reploid companions being chased through an underground bunker. Their relentless pursuers are mass produced X look-a-likes called Pantheons, among other terrible machines. After heavy losses, Ciel and company arrive at a sealed chamber containing Zero who has been powered down for 100 years.

After sleeping for a hundred years, Zero awakens to a world where reploids are being constantly accused of being Mavericks and systematically "retired", apparently under the direction of X himself. Assisting Ciel in her escape from the bunker, Zero begins his fight against X's utopia, Neo Arcadia, and its Four Guardians: Harpuia, Leviathan, Fefnir, and Phantom.

Spoiler warning: Plot and/or ending details follow.

Before the last fourth of the game, Ciel confesses that the X in current Neo Arcadia is not the real X; she created him when the real X went missing a long time ago. As Zero reaches Area X, he finds that Ciel told him the truth; the X he meets is indeed not the one he knew. After defeating Copy X, Zero narrowly escapes the explosion it sets off, and is flung out of communication range with the resistance. Landing in a desert, he is awakened by the real X who had taken the form of a Cyber Elf. X explains to Zero that since he disappeared 100 years ago and left him alone, X had been fighting the Mavericks by himself. He asks Zero to watch the world for him and allow him to rest for awhile.

[edit] Characters

For more details on this topic, see List of Mega Man Zero characters.

[edit] Resistance

  • Zero - Hero. Playable character.
  • Ciel - Human scientist. Talk to her to save data or accept missions.
  • Alouette - Reploid girl
  • Andrew - old Reploid. Players obtain a cyber elf and energy crystals from listening to his stories
  • Cerveau - Reploid engineer. Players obtain the Shield Boomerang and Triple Rod from him.
  • Colbor - Reploid that needs rescuing
  • Milan - Reploid that dies in the first scene

[edit] Neo Arcadians

  • Copy X - Ruler/Defender of Neo Arcadia
  • Fefnir - Leader of the Jin'en Army
  • Harpuia - Leader of the Rekku Army
  • Leviathan - Leader of the Meikai Army
  • Phantom - Leader of the Zan'ei Army
  • Anubis Necromancess III - A boss found in the Desert mission. She has a weakness to the Fire Element Chip. You have to fight her again in the Neo Arcadia Core stage.
  • Asura Bazura - A multi-armed boss found in the Neo Arcadia Shrine stage.
  • Aztec Falcon - The boss of the Disposal Centre Mission. He drops the Thunder Element Chip upon being defeated.
  • Blizzack Staggroff - The boss of the "Secret Base" mission. He drops the Ice Element chip upon being defeated. Weak against fire. You have to fight him a second time in the Neo Arcadia Core stage.
  • Hanumachine - Leads the invasion of the Resistance Base after all the regular missions have been completed. He is weak to the Thunder Element Chip.
  • Herculious Anchortus - The Final Boss of the Neo Arcadia Shrine stage. He is weak to ice.
  • Maha Ganeshariff - The elephantine boss of the Underground Laboratory stage. He is weak to thunder. You have to fight him again in the Neo Arcadia Core stage.
  • Twin mobiles - The guardians of the mini-boss in the Neo Arcardia Shrine level.
  • Orochi Arm - Boss of the "Occupy Factory" mission. It has no elemental weakness. You get the Fire Chip for defeating it.
  • Pantheon Core - Boss of the Train mission. Weak against thunder.
Spoilers end here.

[edit] Development

The first screenshot from the game first appeared on IGN on 22 January 2002.[10] With the screenshots came information that the game would feature an "Admiration System" that records how many enemies the player defeated, how much energy was lost and how much time it was taken to clear a level. This would later become the Rank System.

A copy of the game appeared at the 15th Next Generation World Hobby Fair in Japan on 28 January 2002, where the main plot was revealed. The game mechanics appeared to be near complete, though Gamespot did complain that the button configuration felt uncomfortable.[11] At the time, Ciel's English version name was incorrectly stated to be Shelly.

The Cyber Elf, Passy, was present in the demo, but details on the Cyber Elf System were only revealed on 26 March 2002.[12]

From them on, news updates consisted mainly of new screenshots.[13] Mega Man Zero appeared in the E3 show in 2002 and it was then that the name, Neo Arcadia, was first introduced.[14] The Official Capcom webpage for the game first appeared in June and promised a system to give players bragging rights and that the game would contain seventy Cyber-Elves to collect.[15]

[edit] Critical response

Review scores
Publication Score Comment
GameSpot
8.2 of 10
"not for everyone"
GameSpy
85 of 100
"One of the best games..."
IGN
8.8 of 10
"one heck of an action title"
Metacritic
82 of 100

Mega Man Zero was the first new Game Boy Advance Mega Man game to go back to the traditional 2D platforming action of its prior series, and the game gets much praise for returning "to its roots".[1] Overall, the game gained an average rating of 82 out of 100[16] and a favourable reception, despite its difficulty.

Reviewers across the board agree that the game is the most difficult in the series,[16][17][3] with one reviewer suggesting that it is not for younger or casual players.[18] Avi Fryman of GameSpy.com states that the ability to give up on missions and still continue the game is a sensible feature of Mega Man Zero[3], whereas IGN states that given the difficulty of the game, no one would call a player "cheap" if they were to use the newly introduced Cyber Elf system to make boss fights easier.[1]

Overall, the Cyber Elf System gets a lukewarm response, though many do acknowledge that they do make an otherwise difficult game easier.[3][1]

Common complaints with the game are slow down,[17] "unseen deathtraps"[3] and being required to make blind jumps.[1] These, however, do not seem to detract much from the gaming experience as reviewers tend to recommend the game in their conclusions.[16]

[edit] References

  1. ^ a b c d e f Craig Harris. IGN: Mega Man Zero Review. IGN. Retrieved on August 25, 2006.
  2. ^ a b c Mega Man Zero Instruction Booklet © Capcom CO., Ltd 2002
  3. ^ a b c d e Avi Fryman. GameSpy.com - Review. GameSpy. Retrieved on August 25, 2006.
  4. ^ a b Weapons Guide. Planet Mega Man. Retrieved on January 23, 2007.
  5. ^ Cyber-elf Guide. Planet Mega Man. Retrieved on January 23, 2007.
  6. ^ a b c d e Hints and Tips. Planet Mega Man. Retrieved on January 23, 2007.
  7. ^ a b c d various. Mega Man Zero Cheats - Mega Man Zero Codes. GameFAQs. Retrieved on January 17, 2007.
  8. ^ a b c Mega Man Zero for Game Boy Advance Cheats. Gamespot. Retrieved on January 23, 2007.
  9. ^ Mega Man Zero Cheats. Gamespy. Retrieved on January 23, 2007.
  10. ^ IGN Staff. Game Boy Stuff from Capcom. IGN. Retrieved on January 5, 2007.
  11. ^ Yukiyoshi Ike Sato. Hands-on Mega Man Zero. Gamespot. Retrieved on January 5, 2007.
  12. ^ Staff. More Mega Man Zero gameplay details. Gamespot. Retrieved on January 5, 2007.
  13. ^ Staff. Mega Man Zero Screens for Gameboy Advance. Gamespot. Retrieved on January 5, 2007.
  14. ^ Craig Harris. E3 2002: Mega Man Zero Update. IGN. Retrieved on January 5, 2007.
  15. ^ Capcom Entertaint, Inc. (2002-06-22). Capcom: Mega Man Zero for Game Boy Advance. Capcom. Retrieved on January 26, 2007.
  16. ^ a b c Mega Man Zero (gba: 2002): Reviews. Metacritic.com. Retrieved on January 26, 2007.
  17. ^ a b Carlos McElfish (2002-10-01). Mega Man Zero Review - Game Boy Advance. GameZone. Retrieved on January 26, 2007.
  18. ^ Tim Tracy. Mega Man Zero for Game Boy Advance. GameSpot. Retrieved on August 25, 2006.

[edit] External links


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