We store cookies, you can get more info from our privacy policy.
GBA

North America

Mega Man Zero

by Jonathan Metts - September 25, 2002, 7:55 pm EDT

8.5

The GBA’s first side-scrolling Mega Man game also happens to be one of the best and freshest in the series.

Considering the many dozens of Mega Man games on the market after about fifteen years since the franchise debuted, I’m going to assume you’ve played one or at least know what the general gameplay is like. Mega Man Zero brings that classic formula to GBA (finally), but it also turns that formula inside-out. The result is a considerably different kind of game that will still appeal to your nostalgia, and the whole package is wrapped in a thick, shiny layer of quality.

Although Mega Man Zero is essentially a 2D side-scrolling action game like its predecessors, the action itself is quite different thanks to Zero’s sword. There are also two totally new primary weapons, but neither of them is as useful or has as much impact on the gameplay as the Z-Saber. Combat now takes place right up next to your character, and this fundamental shift affects everything from the control to the pacing to the challenge of the game. The challenge is particularly ramped up, since Zero has to throw his body right into any attack. You can still use a traditional blaster if you want to play safely, but Zero’s blaster is so weak compared to his other weapons that the sword is just a better choice for most situations.

Is this game too hard? Some people seem to think so, but I have to disagree. MMZ is probably slightly harder than most of the Mega Man X series, but in context with most 2D platformers, it’s not a particularly difficult game. Most of the levels aren’t hard at all if you’re even slightly familiar with the Mega Man level design philosophy. The only level that caused me trouble (a lot of trouble, actually), is only hard because the GBA’s screen proportions create a series of nearly blind platforming jumps. Capcom’s development team should have fixed that issue, but fortunately, it’s an isolated problem. On the other hand, the bosses are almost all quite difficult if you’re not properly equipped...and again, this is nothing new for the Mega Man series. The most excruciatingly hard boss will go down in five hits if you are using the proper elemental alignment and have even a basic grasp of his attack patterns. If you’re not comfortable with dying several times before figuring out how to kill a boss, you really have no business playing this or any other Mega Man title.

The new Cyber Elf system is thankfully not as Pokemon-like as you would think, considering that only a few major Elves will require feeding, and those select few are usually worth the trouble. Only a true master of the game will be able to last through the final levels without a Sub-Tank or at least an extended life bar. I would still prefer Mega Man X’s upgrade system, with everything just cleverly hidden within the levels.

Perhaps the most surprising thing about MMZ is that it takes on an almost RPG flair with its story and level select features. Instead of simply choosing your next level from a list, you’re given a whole world to explore and play in. There are always enemies to fight and power-ups to find if you want to go out and find them, and when you’re ready to start a new mission, you just go talk to a certain person. The mission structure is also unorthodox, with several missions taking place in revised versions of previously played levels. It reminds me a bit of Mega Man 3, when you had to go through four of the levels again, but they were each heavily remodeled. Another neat but ultimately useless attempt to add RPG elements is the weapon upgrading system. Each of Zero’s four weapons will gain new powers as he uses it more. It sounds like a really cool idea until you realize that only the first couple of upgrades per weapon really matter, and those will be activated after just a couple of missions. The “leveling up” ends up not having much effect on the overall game design, but the idea has potential for sequels.

In the end, Mega Man Zero is worthy of both your money and a place in the Mega Man series. It brings an intense, hardcore 2D gameplay experience that isn’t easily found on Game Boy Advance, and it also serves to innovate the famously stubborn Mega Man game design. I’m looking forward to its many sequels.

Score

Graphics Sound Control Gameplay Lastability Final
8 7 9 9 7 8.5
Graphics
8

This is definitely a showcase for Capcom’s 2D prowess. Beautiful hand-drawn art is combined with plentiful effects like sprite rotation and parallax scrolling. On the downside, the visual effects for attacks seem toned down from the Mega Man X standard.

Sound
7

This category is pretty disappointing for a game of this pedigree. The music isn’t nearly as catchy or as exciting as we’ve come to expect from Mega Man games. The sporadic voice clips are very mushy. There are some very nice sound effects for slicing up enemies though.

Control
9

Although Zero feels a little sluggish at first, a few Cyber Elf upgrades will fix you up nicely. The buttons are always responsive, which is critical in such a fast-paced game.

Gameplay
9

Solid Mega Man tradition combined with some fresh new game design. The Cyber Elves aren’t a total failure, but they’re also not a very good replacement for finding Sub-Tanks and Heart Containers in levels, which has always been one of the best parts of Mega Man X games. Fighting with Zero’s sword adds a great new style to the combat, although “leveling up” his weapons isn’t as good as learning new moves as in MMX4. Still, this game is pure joy for any fan of 2D action-platforming. Blind jumps are rare but unfortunately present.

Lastability
7

Although it’s at least as long as any other Mega Man game, MMZ still isn’t a particularly large game. You could always try to collect and mature all of the Cyber Elves, but that’s not much incentive to keep playing if you ask me. Hardcore fans can open up a few higher difficulty modes though.

Final
8.5

It’s not for everyone, but if you love Mega Man games or just 2D action in general, Mega Man Zero is a great GBA title to own.

Summary

Pros
  • Challenging, fun gameplay
  • Great graphics and tight control
  • New twists to the old Mega Man game design
Cons
  • Blind jumps on “Protect the Factory” mission
  • Cyber Elves take too long to feed
  • RPG elements could be much deeper
Review Page 2: Conclusion

Share + Bookmark





Genre Action
Developer Capcom
Players1

Worldwide Releases

na: Mega Man Zero
Release Sep 09, 2002
PublisherCapcom
RatingEveryone
jpn: RockMan Zero
Release Apr 26, 2002
PublisherCapcom

Related Content

Got a news tip? Send it in!
Advertisement
Advertisement