Mega Man Zero (video game)

Mega Man Zero (video game)
Mega Man Zero (video game)
Mega Man Zero cover.jpg
Developer(s) Inti Creates
Publisher(s) Capcom
Designer(s) Ryota Ito
Yoshinori Kawano
Artist(s) Toru Nakayama
Composer(s) Ippo Yamada
Platform(s) Game Boy Advance
Release date(s)
  • JP April 26, 2002
  • NA November 9, 2002
  • EU November 27, 2002
Genre(s) Action, platform
Mode(s) Single-player
Rating(s)
  • ESRB: E (Everyone)
Media/distribution ROM cartridge

Mega Man Zero, known in Japan as Rockman Zero (ロックマン ゼロ?), is a video game developed by Inti Creates and published by Capcom for the Game Boy Advance (GBA) handheld game console. It 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 GBA and was released in Japan on April 26, 2002, in North America on November 9, 2002, and in Europe on November 26, 2002.[1]

Contents

Gameplay

Mega Man Zero is set 100 years 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.

As is common with Mega Man games, touching spikes means instant death (except spikes touched during the limited invincibility period granted by taking damage). 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 with the Resistance base at its center, where almost 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.

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.

Weapons overview

The player begins the game with a Resistance buster 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, the weapons level up, unlocking more advanced techniques and abilities.

  • Buster Shot - Also known as the Z-Buster, this weapon is a buster with long range distance, but weak attack power. It can be leveled up three times, decreasing its charge time and increasing its fire rate.
  • Z-Saber - Zero's trademark and most versatile weapon, albeit also the one with the least range. It can be leveled up six times, each time adding a new technique to Zero's repertoire.
  • Shield Boomerang - A shield which will reflect or negate certain enemy attacks without harming Zero. When charged, it can be thrown as a weapon. Zero cannot dash when it is being used, unless he is wall-kicking. It can be leveled up two times, increasing its range while decreasing the charge time.
  • Triple Rod - A spear-like weapon that can attack in all directions. It can be leveled up three times, extending its length and shortening its charge time. Zero has to jump to strike downward. This weapon has the unique ability to cause Zero to bounce off an enemy if he strikes them with the tip pointing down.[4]

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. By charging a weapon with a chip equipped, the charged attack is given elemental properties. As with previous Mega Man games, most of the bosses are weak against a certain element, and the use of it will cause 1.5 times the damage of a non-elemental attack. Conversely, use of their defining element causes no damage, and using the one they're strong against causes half damage.

  • 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.
  • Fire Elemental Chip - Fire attacks damage an enemy slowly after the initial attack. It is effective against enemies with an Ice Elemental alignment.[4]
  • Ice Elemental Chip - Ice attacks freeze an enemy temporarily. It is effective against enemies with a Thunder Elemental alignment.

Cyber Elves

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 four 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 are 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.
  • Rare - This hidden Cyber Elf (Jackson) can only be obtained by completing the game after all of the other cyber elves are found, fed to their maximum level, or 'grown up', and none have been 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 doors or Transervers.

Some elves can only be used once fed energy crystals found around the world or collected from defeated enemies.[1][5]

Ranks

At the end of each level, the player is scored on their performance on a scale of 1 to 100. The results are measured as follows:

  • Mission - How well the mission was completed, usually passing or failing.
  • 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, even after a New Game Plus has been started.[2][6]

Based on the total, the player 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. Gaining an A or S rank will unlock the door behind Ciel, allowing the player to enter her room and retrieve a hidden cyber elf. It will also influence the attack patterns of the boss in the next level, giving them an additional special attack. This will continue as long as the player maintains the rank.[2]

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).[6][7][8]

By meeting certain criteria, three 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 takes 50% more damage from enemies, cannot use Cyber Elves, and his weapons cannot level up. As such, elemental attacks are limited to the Shield Boomerang, the only weapon with a charge feature that doesn't need unlocking.[6][7][8]
  • Jackson Mode is unlocked by beating every mission in Hard Mode at A rank or better and collecting every cyber elf, or collecting and powering up every Cyber Elf. In Jackson Mode, Zero starts with every Cyber Elf including Jackson.[6][7][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 use full-charge attacks instantly by means of simplistic button combos.[6][7][8]

Story

The story begins with a human scientist named Ciel and her reploid companions being chased through an underground lab. Their relentless pursuers are mass produced X look-a-likes called Pantheons, among other terrible machines. After heavy losses, Ciel and the remaining resistance troops 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 constantly accused of being Mavericks and systematically "retired", apparently under the direction of X himself. Zero assists Ciel to escape from the lab and reveals that he can't remember a thing - not even his name. The female scientist thinks of his loss of memories as a result of "hibernation sickness". Zero chooses to join the resistance and begins his fight against X's utopia, Neo Arcadia, and its Four Guardians: Harpuia, Leviathan, Fefnir, and Phantom.

Later in the game, Zero found that the X that is controlling Neo Arcadia is just a copy made by Ciel, because the original disappeared a long time ago, so in order to find a new leader for Neo Arcadia, Ciel built a copy of X. Since Copy X didn't have the experience of the original, he just focused in the security of the human race, believing that Reploids were dangerous for them and started an operation to destroy every Reploid who looked like a menace for Neo Arcadia, naming them Mavericks. Knowing this, Zero fought Copy X and defeated him. Before dying, he auto-destructs himself in order to destroy Zero in the process. Zero escapes just in time from Neo Arcadia as Copy X, and everything around him, is destroyed in a massive explosion.

With low energy to continue, Zero faints in a desert not so far from Neo Arcadia. After that, a mysterious voice is heard (the same that gave back Zero his Z-Saber and the one who helped him to enter Neo Arcadia), and a Cyber-Elf that has found Zero reveals itself; X has been Zero's guide the entire time. Since he no longer has a body, and was tired of fighting for a century, he tells Zero that he's going to leave him the duty of bringing peace to the world. After that, X disappears, and Zero revives and finds that a great number of Pantheons have him surrounded. Realizing what X said, he accepts the duty and decides to destroy Neo Arcadia once and for all, as he starts to destroy the Pantheons.

Development

Mega Man Zero was developed by Inti Creates, a company established in 1996 by several former members of Capcom.[10] Up until the game's development, Inti Creates was not a successful venture. Takuya Sotsu, a director and producer for the company, jokingly suggested to Mega Man creator Keiji Inafune that they make yet another spin-off from the franchise.[11] Inafune took the idea seriously. Although Mega Man Zero was created as a commission product for Capcom, Inti Creates was solely responsible for its design and premise.[11] The game is an extension of the Mega Man X series, which itself is an extension of the original Mega Man series.[12] Inafune had originally intended for 2000's Mega Man X5 to be the final game in its own series, ending with Zero's death and his inevitable revival in Mega Man Zero.[13] However, Capcom decided to continue the Mega Man X series for several more games alongside Mega Man Zero, much to Inafune's dismay.[14] According to Inti Creates producer Ken Horinouchi, a developmental goal for Mega Man Zero was to make it the most challenging out of all the games in the franchise up to that point.[12]

Mega Man Zero was first announced by Capcom on January 22, 2002.[15] A copy of the game appeared at the 15th Next Generation World Hobby Fair in Japan on January 28 of that year.[16] Mega Man Zero subsequently appeared in the Electronic Entertainment Expo show that May.[17]

Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings 81%[18]
Metacritic 82 out of 100[19]
Review scores
Publication Score
Famitsu 26 out of 40[20]
Game Informer 8.3 out of 10[21]
GamePro 3.5/5 stars[22]
GameSpot 8.2 out of 10[23]
GameSpy 85 out of 100[3]
IGN 8.8 out of 10[1]
Nintendo Power 8.4 out of 10[24]

Mega Man Zero was the third best-selling video game in Japan during its week of release at 66,990 units.[25] By June 2002, the game had sold 135,850 units in the country.[26] Mega Man Zero sold a total of 231,166 units in Japan alone by the end of 2002.[27]

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 earned much praise for returning "to its roots".[1] Overall, the game gained an average rating of 82 out of 100[19] and a favourable reception, despite its difficulty.

Reviewers across the board agreed that the game was the most difficult in the series,[3][19][28] with one reviewer suggesting that it is not for younger or casual players.[23] 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 earned a lukewarm response, though many did acknowledge that it made an otherwise difficult game easier.[1][3]

Common complaints with the game were slow down,[28] "unseen deathtraps"[3] and being required to make blind jumps.[1] These, however, did not seem to detract much from the gaming experience as reviewers tended to recommend the game in their conclusions.[19]

References

  1. ^ a b c d e f g Craig Harris (2002). "IGN: Mega Man Zero Review". IGN. http://gameboy.ign.com/articles/371/371895p1.html. Retrieved 2006-08-25. 
  2. ^ a b c Mega Man Zero Instruction Booklet © Capcom CO., Ltd 2002
  3. ^ a b c d e f Avi Fryman (2002). "GameSpy.com - Review". GameSpy. http://archive.gamespy.com/reviews/november02/megamanzerogba/. Retrieved 2006-08-25. 
  4. ^ a b "Weapons Guide". Planet Mega Man. http://www.planet-megaman.com/?page=mmz/megamanzero/weapons. Retrieved 2007-01-23. 
  5. ^ "Cyber-elf Guide". Planet Mega Man. http://www.planet-megaman.com/?page=mmz/megamanzero/cyberelf. Retrieved 2007-01-23. 
  6. ^ a b c d e "Hints and Tips". Planet Mega Man. http://www.planet-megaman.com/?page=mmz/megamanzero/hints. Retrieved 2007-01-23. 
  7. ^ a b c d various. "Mega Man Zero Cheats - Mega Man Zero Codes". GameFAQs. http://www.gamefaqs.com/gba/551912-mega-man-zero/cheats. Retrieved 2007-01-17. 
  8. ^ a b c "Mega Man Zero for Game Boy Advance Cheats". Gamespot. http://www.gamespot.com/gba/action/megamanzero/cheats.html. Retrieved 2007-01-23. 
  9. ^ "Mega Man Zero Cheats". Gamespy. Archived from the original on 2007-10-12. http://web.archive.org/web/20071012155323/http://cheats.gamespy.com/gameboy-advance-cheats/mega-man-zero/. Retrieved 2007-01-23. 
  10. ^ Jeriaska (October 4, 2008). "Mega Man 9 music interview with Inti Creates’ Ippo Yamada". Siliconera. http://www.siliconera.com/2008/10/04/mega-man-9-music-interview-with-inti-creates-ippo-yamada/. Retrieved 2011-03-25. 
  11. ^ a b Edge Staff (August 22, 2005). "No More Mega Man?". Edge. http://www.next-gen.biz/news/no-more-mega-man. Retrieved 2011-03-25. 
  12. ^ a b Bozon, Mark (September 8, 2006). "Mega Man ZX Interview". IGN. http://ds.ign.com/articles/731/731868p1.html. Retrieved 2011-03-25. 
  13. ^ Mega Man X: Official Complete Works. Udon Entertainment. January 6, 2010. p. 48. ISBN 978-1-89737-680-5. 
  14. ^ Hoffman, Chris (April 2004). "The Best Damn Mega Man Feature Period". Play (Bournemouth, UK: Imagine Publishing) 3 (4). 
  15. ^ IGN Staff (2002). "Game Boy Stuff from Capcom". IGN. http://gameboy.ign.com/articles/101/101128p1.html. Retrieved 2007-01-05. 
  16. ^ Yukiyoshi Ike Sato (2002). "Hands-on Mega Man Zero". Gamespot. http://www.gamespot.com/gba/action/megamanzero/news.html?sid=2843203&mode=all. Retrieved 2007-01-05. 
  17. ^ Craig Harris (2002). "E3 2002: Mega Man Zero Update". IGN. Archived from the original on 2007-02-12. http://web.archive.org/web/20070212055639/http://gameboy.ign.com/articles/360/360170p1.html. Retrieved 2007-01-05. 
  18. ^ "Mega Man Zero for Game Boy Advance". GameRankings. http://www.gamerankings.com/gba/551912-mega-man-zero/index.html. Retrieved 2010-06-25. 
  19. ^ a b c d "Mega Man Zero (gba: 2002): Reviews". Metacritic.com. Archived from the original on 2007-09-26. http://web.archive.org/web/20070926223222/http://www.metacritic.com/games/platforms/gba/megamanzero?q=Mega%20Man%20Zero. Retrieved 2007-01-26. 
  20. ^ Rodriguez, Steven (April 23, 2002). "Weekly Famitsu GBA Scores". Nintendo World Report. http://www.nintendoworldreport.com/newsArt.cfm?artid=7262. Retrieved 2010-06-23. 
  21. ^ "Reviews: Mega Man Zero". Game Informer (Sunrise Publications) (112): p. 90. August 2002. 
  22. ^ Star Dingo (September 10, 2002). "Mega Man Zero Review". GamePro. http://www.gamepro.com/article/reviews/26149/mega-man-zero/. Retrieved 2010-06-25. 
  23. ^ a b Tim Tracy (2002). "Mega Man Zero for Game Boy Advance". GameSpot. http://www.gamespot.com/gba/action/megamanzero/review.html. Retrieved 2006-08-25. 
  24. ^ "Now Playing: Mega Man Zero". Nintendo Power (Nintendo of America) (160): p. 165. September 2002. 
  25. ^ IGN Staff (May 3, 2002). "The Famitsu Top 10 (04/22/02 - 04/28/02)". IGN. http://ps2.ign.com/articles/358/358478p1.html. Retrieved 2010-06-23. 
  26. ^ Yoshinoya, Bakudan (June 1, 2002). "Famitsu Top 30". Nintendo World Report. http://www.nintendoworldreport.com/newsArt.cfm?artid=7440. Retrieved 2010-06-23. 
  27. ^ "2002年テレビゲームソフト売り上げTOP300" (in Japanese). Geimin.net. http://geimin.net/da/db/2002_ne_fa/index.php. Retrieved 2010-06-23. 
  28. ^ a b Carlos McElfish (2002-10-01). "Mega Man Zero Review - Game Boy Advance". GameZone. http://gameboy.gamezone.com/gzreviews/r19802_GBA.htm. Retrieved 2007-01-26. 

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