Mega Man Zero

Mega Man Zero
by Capcom

Mega Man Zero
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Product Summary

Platform: Game Boy Advance
Publisher: Capcom
Accessories:

Video Game Reviews of Mega Man Zero

Customer Review: A step in the right direction.
Summary: 4 Stars

This isn't even funny. In early 2000, after seeing yet another MegaMan X game come and go, I said to a friend, "they should just fuse MegaMan and Zero together and let that be the game from now on. JUST DO IT ALREADY!". A few weeks later, I read on a site about this game right here, MegaMan Zero. Someone was listening, and got to it quick. And while they still managed to name the game incorrectly since you play as Zero...and he looks like Spider-Man, Capcom did everything right for the most part. Sure, the game's a hell of a lot tougher than any of the MegaMan X games. Yeah, it's sickeningly short. Of course, there's little replay. But it's what we've come to expect from the MegaMan games over the years, and we still play them. Some say this is part Action, part RPG, but it's mostly action. The only real RPG elements involve leveling up your weapons, and that's it. If you're able to find a copy of this game, keep in mind that you're getting the same old MegaMan game for the most part. Only this time, you get to ditch that blue sissy and play as Zero.

The story starts out with a small resistance group in a cave somewhere, examining some ancient technology. It just so happens that Zero's in the ruins, and they awaken him. Just then, they're attacked, and have to escape. You take control of Zero at that very minute. At first, all you have is a lame gun for a weapon, but in the middle of your first boss battle, you get the ever so handy Z Saber. This baby takes suckers out faster than Tonya Harding backstage at an ice skating competition. After saving one of the resistance members, Zero follows her to the base where he learns about their situation. A lot's happened since he was deactivated, and amazingly, Sigma isn't the problem for once. Zero helps them out, which is kind of funny since they always apologize for having him risk his life for them while they never save him once, and takes on missions. Most of the missions are your typical MegaMan fare. Go through a stage full of enemies, face a boss at the end, and get a powerful upgrade. Well, 2/3 of that is right anyway. You no longer absorb boss powers. In fact, the only times you'll get weapon upgrades from bosses are on 4 3 occasions when they leave one of three elemental upgrades. Eventually, your Z Saber can deal lightning, ice or fire damage, making some boss fights ridiculously easy. But it's the stages that prove the most challenging. Often, I'd be screwed over on levels because of the GBA's screen. If this were made for the SNES a few years back, I wouldn't have had as much trouble, and I'm not just using that as an excuse here. One level has you leaping from moving platforms while collecting power ups on beams above. When you jump on one of said beams, you can't see the moving platforms below. So when you need to go back down, you're taking a leap of faith, and will more often than not die. This level made me give up on the game for a few days. Also, a few bosses are tough if only because of the Cyber Elf system, which I'll get into in the next section. Bosses now have 2 or more colors on their life bar. If you've played Kingdom Hearts for ps2, you know what I'm talking about. All bosses have a normal sized health bar for a MegaMan game, but you have to take it down to 0 more than once before they die. And this gets very annoying early on when you still have a puny health bar, and get killed in 4 hits.

The Cyber Elf system is something completely new, and for the most part, pointless. Rather than picking up Heart icons to increase your health like in the MegaMan X series, you have to pay for things like that. Throughout each level, you'll find Cyber Elves, and there are three types of each. The first is the only real useful one: health, then there's assistance and ones that are supposed to upgrade Zero's status. Of the Health ones, only the ones that recover some of your health are free. You can equip them right away, and use them whenever you need to. Trust me, you'll end up filling all 3 Elf slots with Health ones. However, the Elves that up your health bar cost crystals (currency that enemies will leave behind when defeated in addition to health). And the cost for some of them is ridiculous. I'd spend 20 minutes or more killing the same enemies in an area just to get enough for one health upgrade. It's not innovative, it's just a cheap way of adding difficulty to the game. The assistance Elves aren't too helpful: some give you cover fire, and some let you absorb bullets. You won't be needing their help much, if at all. In fact, the only time I used one from this category was to see what they did. The final category gives you some nifty abilities, but only if you have enough crystals to pay for them. Speed, climbing, and defense upgrades are always nice. Sadly, you need to pay twice for some of them- once to unlock their ability, then once more to actually get it. Very cheap. Finally, you can also upgrade

Visually, the game looks good. There's hardly any slowdown, and the animations are smooth. All of Zero's attacks with his Z Saber look great, as do some of the backgrounds in each level. Basically, this looks like MegaMan X3 with a few small additions, but there's nothing wrong with that, as X3 looked stunning for its time. And get this- the text boxes actually give you more than 5 words at a time. Anyone that's played the old X games knows that the word bubbles only had 5 words or less to read before moving on to the next batch. It was sad, but has been fixed here. The music isn't that memorable though. Most of the tracks are 15 seconds long before looping back to the beginning, and it gets old fast. I found myself just leaving the sound off and listening to something else. It's funny that I can clearly remember all the tracks from the first MegaMan X from the early 90s, and yet can't remember one from this game off the top of my head, and I just cleared the game this week. Also, there's hardly any voice in the game. Zero gives off a "HAH!" when using a fully charged slash, and that's about it.

Despite its cons, I'm still satisfied with the game. It was a good way to spend a collective time of 2 hours (yes, that's all), and was still fun. MegaMan Zero gives me hope for the future of the blue bomber and Zero after the mistakes of the past like X6 and Command Mission. If Capcom would stick to a formula like this, only take out the things that made it so impossible in some places. Like I mentioned earlier, if you can find a copy of the game, go for it. But be careful- there are TONS of bootleg GBA games out there online. Stick to the used section of any game store for a safer bet.

Description of Mega Man Zero

Fans of Mega Man side scrollers, rejoice--Mega Man Zero has finally come to the GBA. It may be the best Mega Man game designed on any platform, even though it doesn't exactly star Mega Man himself.

Mega Man Zero has basic Mega Man gameplay, though there are some notable differences. Zero can run, jump, dash, shoot, and swing a sword like Mega Man, but now he can also slide down the sides of walls and jump from wall to wall like Jackie Chan. Despite the fancy new moves, be warned: This is probably the most difficult Mega Man game ever made. Zero can't duck, nor can he shoot above or below himself. This makes fighting the many, many enemies difficult--especially when they approach from various angles.

While a side-scrolling action game, Mega Man Zero has definite role-playing game elements. For starters, Zero's skills improve over time. As Zero uses the sword, he will eventually be able to make double--and subsequently triple--attacks. Between missions, Zero can explore the resistance base, talk to people, and "download" various skills via the new Cyber Elf system. There are 70 Cyber Elves scattered throughout the game, and they're broadly lumped into three groups: Nurse Elves that heal, Hacker Elves that alter surroundings, and Animal Elves that boost Zero's abilities. Zero can even feed his Cyber Elves, and increase their power.

In some ways, the graphics of this game surpass the Mega Man games for the PlayStation. There are some outstanding anime cutscenes, the levels are well designed, and the sprites are tight and amazingly detailed. For looks alone, you should buy this game. The sound isn't as stellar, but adds good ambience. --Bryan Karsh

Pros:

  • New moves
  • Gorgeous graphics
  • Engaging story (including surprising twist with Mega Man)
  • Cyber Elf system

Cons:

  • The game is very difficult--you can't duck, nor can you shoot up or down
  • You no longer absorb skills from defeated bosses

Mega Man's pal Zero, the reploid from the Mega Man X series who was turned good by the infectious Sigma Virus after 100 years of sleep, is on a quest with exiled scientist Ciel to discover a new reploid energy source. Players control Zero through the missions and must confront several adversaries along the way. Collect more than 70 Cyber-Elf power-ups to help you get through tough spots.

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