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Mega Man Zero (video Game)




  Developer Capcom
  Publisher Capcom
  Released April 26 , 2002 (JP)<br /> November 9 , 2002 (US)<br /> November 27 , 2002 (EU)
  Genre Platformer
  Modes Single Player
  Ratings ESRB : E (Everyone)
  Platforms Game Boy Advance


''Megaman Zero'' is the first Video Game in the '' Mega Man Zero '' subseries of '' Mega Man '' video games from Capcom and the first Mega Man Platformer to appear on the Game Boy Advance .


GAMEPLAY


''Mega Man Zero'' is set approximately 100 years after the end of the Mega Man X games. Gameplay-wise, not much has changed. The game is still a side-scrolling platformer, Zero - the main character - cannot duck, touching spikes means instant death, et cetera. ''Mega Man Zero'' did introduce a number of small adjustments to the formula, some of which were toned down or removed in its sequels, likely making this the most unconventional installment in a metaseries known for sticking to the tried and true.

Continuing the "tradition" from '' Mega Man X '', Zero is capable of clinging to a wall (albeit he slides down it at a uniform rate), dashing, and jumping against the wall and kicking off it to propel himself upwards (wall-kick).

Unlike previous ''Mega Man'' games, the option to play stages in any order is absent. In its place is a choice of missions - completing one may unlock others. There still are eight major bosses, all of whom still have to be faced again before the final boss, but not every boss of a selectable stage is one of these. It's even possible to fail non-critical missions and continue on. Most importantly, lives are ''not'' replenished on a Game Over.


Weapons overview

''See Mega Man Zero Weaponry ''

Zero begins the game with a Resistance handgun (not his original Z-Buster ) and soon acquires his trademark weapon, the Z-Saber , now much more versatile than in the ''X'' series.

There are two other weapons that Zero can acquire: the Shield Boomerang and the Triple Rod . The Shield Boomerang can block the standard plasma shots most enemies fire, as well as be thrown into a crowd of enemies to damage them before returning, but only when it has been charged. However, while it is being used, Zero cannot perform his dash. The Triple Rod begins as a poor substitute for the Z-saber (dealing no more damage than a single saber slash would), but after repeated use can eventually be charged and extended up to 3 times its length and cause multiple hits on any enemy in its path (becoming quite effective on bosses).

Akin to an RPG trait, using a weapon enough unlocks its more advanced techniques. At first, weapons can only be charged to a single more powerful level, but with continued use they can reach a second and more powerful attack level.


Elemental damage


Charged attacks can be equipped with three different elemental chips obtained from certain bosses, Ice, Fire, and Thunder, which change the color of the attack and cause status effects to certain enemies. Ice freezes and slows an enemy, fire damages an enemy slowly after the initial attack, and electricity shocks an enemy and makes them unable to harm Zero for about a second. Against bosses, the elemental chips do 1.5 times the damage of a non-elemental attack if they match the target's vulnerability. Ice defeats Thunder, Fire defeats Ice and Thunder defeats Fire.


Cyber Elves


This game also introduces the concept of Cyber Elves , which are single-use aids with either temporary or permanent effects. They are hidden throughout the game as well as dropped by enemies. The use of Cyber Elves penalizes the mission score.


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 - Whether 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.


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 bosses have special attacks that they only use if the player is of S or A rank.


STORY


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.

Somewhere at the end 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.


CHARACTERS



Resistance


  • Zero - Hero

  • Ciel - Human scientist

  • Alouette - Reploid girl

  • Andrew - old Reploid

  • Cerveau - Reploid engineer

  • Colbor - Reploid that needs rescuing

  • Milan - Reploid that dies in the first scene



Neo Arcadians




SEE ALSO



REFERENCES