MEGA MAN ZX
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GAME HINTS

Two hundred years have passed since the events in the Mega Man Zero series. Humans and Reploids have decided that the best way to stop all the bickering and wars that keep breaking out between them is to merge themselves. So now, there is no real difference between a human and a Reploid; they’re both the same.

Unfortunately, this does not seem to have helped with the Maverick problem.

Girouette runs a “transport” business (essentially they are couriers) named Giro Express. Two of his employees, Vent and Aile, lost their parents to Mavericks. Their rather routine lives take a new twist when one day they are asked to deliver some Biometal...

SPECIAL FEATURES

Screen shot from Capcom.
More so than even the Zero series was to the X series, this game is largely a continuation of the Zero series. The graphics and game play are extremely similar, the drawing style is virtually identical, and the plot makes specific mention of characters and events in the Zero series.

You have a choice of playing as one of two characters. Unfortunately the plot does not take them both into account; they substitute for each other in the plot sequences, and the game acts as if only one or the other exists, not both. Also, just to add to the confusion, some other minor plot points change based on your character for no obvious reason. For example, in Aile mode, Giro is old hat with using Model Z, but in Vent mode, Giro is newly chosen, just like Vent. It will be difficult to reconcile this and decide which plot is supposed to be the “real” plot, unless you just assume that all of Vent’s plot is canon and all of Aile’s isn’t.

You are stuck playing the character you chose at the beginning for the entire game. However, unlike with many of the X series games, here the game play is virtually the same regardless of which character you are using. (Honestly, Aile seems to serve no purpose in the game other than just being there so that they could offer players a female protagonist—which is of dubious importance considering gender of the ZX characters is rather subjective (just look at Giro) and she looks almost identical to Vent anyway. Autofire points out that Vent has slightly less recoil and Aile crawls faster, but overall the differences between them are minor.)

The “special weapons” of this game are models. Model X plays very much like the classic X series (assuming an X with no special weapons available), and, of course, Model ZX is virtually identical to Zero from the Zero series. All of your other models represent special weapons; you use the model’s weapon energy to fire charged shots, which is equivalent to using special weapons in traditional games. Furthermore, in classic games you could upgrade your X-Buster to enable you to charge special weapons; here, you accomplish this same thing by acquiring the second half of a particular model, which allows you to charge to two levels instead of one, which in turn opens up the ability to use the second version of the model’s special attack.

In short, they’re all the same basic ideas; you just execute them in slightly different ways. If you’ve played previous Mega Man games, you should find this one to be very familiar once you figure out its peculiarities.

On other fronts, this game brings back the interconnected stage feature from Mega Man Zero 1, which is great to see. Now all they have to do is improve the mapping system and add a few more transervers, and it’ll be perfect.

Silliness and Sloppiness

REVIEW
Play Control: 4
Virtually identical to Mega Man Zero, although the characters have slightly different capabilities here. For example, in human mode Vent/Aile can duck, which I actually tend to do on accident, so I suppose it’s just as well that it doesn’t work when morphed.
Graphics: 4

Screen shot from Capcom.
The graphics are sometimes a little confusing about what you can stand on and what you can’t, what are doors and what aren’t, and what doors are locked and which ones aren’t. Otherwise, the backgrounds are pretty well done.
Animation: 4
The sprites are very similar to the Mega Man Zero sprites, just reworked for the new characters. So nothing is really new here, but the quality is still quite good.
Music: 4
The music’s pretty good, and many of the tunes make interesting use of stereo. None of the songs immediately jumped out at me as being of “must record” quality (though the intro/forest stage music after you get Model X came close), but none of them grated on me either.
Sound Effects: 3
The voice acting is in Japanese, and sometimes Vent sounds more feminine than even Aile. The sound effects are pretty much from Mega Man Zero, with the characters still having individual footstep sounds and such. Actually there are quite a wide variety of footfalls for various surfaces, including a splish-splash for walking in rain.
Plot: 3
Personally, I would have preferred one plot with both Vent and Aile, rather than two separate plots for each of them, one of which we have to totally disregard. There are also a few places of ambiguity in the plot. But overall the plot execution is fairly typical.
Difficulty: 3 (moderate)
The game isn’t overly difficult on normal mode, much more tolerable than the Mega Man Zero games mostly because you aren’t being graded. Note though that there are no continues, so once you run out of lives, you will lose everything you did since your last save. Still, this isn’t a terribly big deal, and you can always use easy mode if you have troubles.
Replay Value: 3
There are both required missions and optional side quests to do here, although I must admit that I find side quests somewhat odd in a game such as this. I mean, sometimes I just have to look at a guy and say, “Yo, I’m trying to save the world here—can’t you deliver your own love letters?” But the side quest system does give you a number of things to do. There are also two characters to play as, but this doesn’t have much effect on the game itself and so it’s not really worth going through as both characters unless you just want to replay the game anyway.
Polish: 2
This game is basically Mega Man Zero with new characters and a new way of accessing special weapons. Not bad, but for a “new” series, there is nothing really new here.
Overall: 85%
As you can tell, despite the new title, this is really just a Zero series game with a bit of a makeover. So if you enjoyed the Zero games, you’ll like this one. If you bypassed the Zero games because you thought they were too hard, give this one a try. There’s nothing that really blows me away about it, but it is a good solid quality game.

+ Plus:
There’s no ranking system. You can spend as much time in a mission as you feel like without being penalized. (In fact, being in a mission just determines whether you get plot-related events when you visit a certain area. Seems a little strange to be able to visit an area, then go back to a transerver, take a mission, and return to the same place you were before, and suddenly stuff is happening there when it wasn’t moments before...)
- Minus:
It is way too easy to get lost in this game. I’m all for free exploration, but an even halfway decent mapping system would have been nice. (The one in the game is so useless it may as well just not exist at all.) It doesn’t help that missions and particularly quests often send you to areas you’ve never seen before, while offering you no clue as to how to find them. It’s like you’re expected to explore and map out the entire game yourself before you even start taking missions...
SUGGESTED ORDER
You receive “missions” instead of a standard stage select screen. This list includes only those missions that are required for beating the game. Optional quests and such aren’t listed. For information on how to actually reach the missions, see the map.

At any rate, there are only certain times when you choose the order of your missions. I’m going to be weird and get you Model HX immediately. This allows you to wipe out most of the rest of the bosses with ease (unless, of course, you want to L4 them all, in which case you’re on your own). Plus you get a Sub Tank right out of the starting gate, and with Model HX it’s easy to pick up a second one too.

TELEPORTING HATCHES
There are teleporting hatches in a couple of different parts of this game.

First, in the last mission you go up an elevator and enter computer rooms. Inside each room, stand on the crystals that are in the corners of the room and press Up (they could have made this a little bit more obvious). These are teleporting hatches.

Room 1:

(1) Hivolt
(2) Hurricaune

   Room 2:

(1) Lurerre
(2) Leganchor

   Room 3:

(1) Fistleo
(2) Flammole

   Room 4:

(1) Purprill
(2) Protectos

Second, in Area N you can find doors that require you to have copies of Mega Man Zero 3 and Mega Man Zero 4. These lead to rehash battles with bosses from those two games. Their orders are:

Mega Man Zero 3:

(1) Deathtanz Mantisk
(2) Devilbat Schilt
(3) Childre Inarabitta (use Fire)
(4) Blaziní Flizard

   Mega Man Zero 4:

(1) Pegasolata Eclair
(2) Sol Titanion (use Thunder)
(3) Fenri Lunaedge (use Fire)
(4) Noble Mandrago

BOSSES
If I don’t mention a particular weapon for a boss, you can probably use Model HX to wipe him out. If I do specify a certain model, then either I’m assuming you don’t have Model HX yet, or it’s easier to use something different.

Giga Aspis (Intro stage boss)
Fire super-shots at the head. It will move off the screen, then slam its tail from the same edge where it disappeared. Stand on the opposite side of the screen and jump the rocks that get kicked up, or I believe you can super-shot them away. After doing this, the snake will move back on the screen low to the ground before straightening up again. Sometimes the snake dives toward you, goes off the screen, then comes on that side again. This then reverses all of its attacks.

Screen shot from Capcom.
Rayfly (Locate Giro boss)
A plane. It keeps dropping blocks that shoot at you. Destroy the blocks by shooting the ones with red gems and the resulting explosion will damage the boss if the plane is above the blocks at the time.
Tentalamia (Mini-boss)
This is what looks like a large dive helmet sitting in the center of the room with an eye or eyes in the middle. Stand on top of the machine, in the center, and attack the snake-like things that come out. When you have hit enough of them, the mini-boss should blow up.
Crushpactor (Mini-boss)
A tank with a spiked arm. Some variations of this boss have a scrolling floor which will pull you toward the tank. This is bad; if you get too close, it’ll slam its arm down on you, and once hit, it can be hard to escape at times. So in these cases, stay on the wall and fire from there. When the tank charges you, if it has its arm up, you need to stand below it, in the corner of the room. Otherwise, you have to climb the wall, although the tank will knock you off the wall when it slams into it if you are touching it at that moment. The tank can also fire a laser, though if you damage the cannon enough, you will destroy it, and it can no longer fire.
Powmettaur (Mini-boss)
A giant Met found in Area H. Just blast the heck out of it whenever its helmet is up and its eyes are revealed. When it hovers back and forth, you need to dash underneath it to avoid taking damage. The Mettaur will toss out helper robots that you have to destroy separately, but you’ll probably end up hitting them while you’re shooting at the Met anyway.
Lava Demon (Mini-boss)
This is a normal Galleon that gets engulfed in lava and turns into a monster. You can’t hurt it in its lava form; wait until it goes down to just a head sitting on the floor, and aim for that. Thunder ball attacks from Model HX (level one charge) work pretty well.
Diadrake (and variations) (Mini-boss)
These things can send out sonic beams that reflect on the other side of the screen. Just let them go over your head and don’t stand too close to the far side of the screen, because you need to be ready for them to rebound. When it air-dashes toward you by starting high, run forward and stand underneath it to avoid it. When it dashes by starting low, run away from it and stand in the opposite corner of the room. You can slash off the lion’s tail, thereby forcing it to spend time making a new one.
Pandora
She’s a witch archetype. She can fly around on her staff and create a potion-like thing which will move toward you and shatter (climb the wall over it). She can also send balls of lightning after you. When she sends the two pieces off her head after you, whack them repeatedly to get them to retreat.

She disappears and reappears a lot. To finish her off quickly, cast a tornado on top of her right after she reappears.

Prometheus
He, too, can teleport, and he disappears and reappears before just about every attack. When he appears in the center of the screen, in the air, he’ll cast four skull pods to the corners of the room which shoot purple shots at you. You can destroy the pods (though they have a lot of hit points each), or keep moving from one wall, then down and across the room to the other wall, to try to avoid the shots. You can still hit and damage Prometheus in the center of the room while doing this; I would try to strike him with a charged shot with every pass that you make.

When Prometheus appears on the ground in the center of the room, he’s going to send rainbow blades down the wall, across the floor, and up the other wall. Dash-jump off the wall and over his head to avoid this (hit him with a charged attack first).

Finally, when he appears on one side of the room, he’s going to do a series of slashes that usually ends with a corkscrew uppercut that carries him off the top of the screen, though sometimes he’ll just slash. You can avoid this attack by hanging out on the wall in the upper corner of the side of the room that he is heading toward; his final slash and his corkscrew will just barely miss you up there.

Drop a tornado on him in either of his first two attacks (where he stays in the center of the room) to wipe him out pretty quickly.

Screen shot from Capcom.

Prometheus and Pandora (Area O)
Each one appears, performs an attack, then disappears, alternating between the two of them. Damaging either one will take health off their shared energy meter. Most of their attack patterns are the same but there are no walls here to climb, which makes it difficult to avoid certain attacks. The easiest thing to do is just plant a tornado on top of them whenever they are motionless (such as when Prometheus is doing his thing in the center of the screen). (Side note: Does anyone but me find the Highlander plot to be a little...well, ridiculous?)
Omega (Area N)
He’s very fast and he has virtually every technique that Zero ever obtained throughout the entirety of the X series. Probably the easiest way to deal with this guy is to stay away from him, as most of his attacks require short range to use. Blast him with charged super-shots at every opportunity. If he does get close, hit him with a triple-slash if you can, but only if the first slash makes him reel; otherwise get the heck out of there. One thing you do not want him doing is popping his seven-hit combo on you, but he has to get close to do that, so don’t give him the opportunity.
Serpent (Final boss 1)
He fights a lot like a Street Fighter character, which is kind of cute. And he can use OIS mode, which is even cuter. But he’s relatively slow (at least compared to Omega); this helps you to keep away from him and to dodge his attacks. His cannon shoots a <-shaped group of tiny spheres at once that move at slightly different speeds from each other. He can shoot horizontally or diagonally from the air. He also has a slide, an uppercut, and a ground-slam move. And he can charge up and fire a large sphere that moves slowly enough to make it nontrivial to jump over (but you can shoot it to slow it down and/or knock it off course). Stay at a distance and blast him. If you get good at dashing (and dash-jumping off walls), you shouldn’t even need a Sub Tank.
Model W (Final boss 2)
He has several modes. When he’s low to the ground, you want to hit his normal head. When he rises all the way up, you need to strike the green gem in the forehead of the big lower face. Plant a tornado in the center of the room in either case to hack off large chunks of his energy meter. If you run out of weapon energy, jump and slash (if you can—the clinging sparkles tend to get in the way here). If all else fails, try shooting straight up at the gem with Model FX.

His attacks are varied. He has green spheres that can break into daggers that travel diagonally. He can also grab you and drain health (mash the buttons to escape). At the middle level (where you can hit him practically anywhere), he’ll start shining a purple light that shoves you away from it, as well as dropping little sparkles that will cling to you, slowing you down and making it near impossible to jump. He also has a fireball attack; after you dodge the large fireballs, jump and circle-slash away the little ones. And at the highest level, the hands on either side start shooting lots of shots from the right and the left. He can also form a crystal in the middle of the screen, which the hands then smash; stay at the edge of the screen and jump to avoid the shards, then dash under the hands as they return to their original locations.

Note: If you die to either of the last two bosses you have to fight them both again. You have no opportunity to refill your weapons or Sub Tanks, so only use them when you are fairly certain you have a shot at winning.

SAVED GAMES
This game uses saved game data. There are three save slots on each cartridge. Use a transerver to save your game.

When you beat the game, you’re given the chance to save clear-game data. It’s okay to save over your previous save with this because the clear-game save puts you just before the last mission (though it takes into account the new areas you’d visited and the E-Crystals you gathered and such while in the process of beating the game). The main difference is the save now has “cleared” marked on it. Certain things will only happen if you are playing a clear-game save.

ITEMS
Life Ups Sub Tanks Miscellaneous

Talk to people repeatedly (stand there talking to them over and over until they start repeating themselves) to get various items. You can’t do all of these right from the start of the game, so be sure to talk to people throughout the adventure.

TIPS AND SECRETS
General Notes and Tips Miscellaneous Area Tips Quests

This is a brief listing of most of the optional side quests you can receive. Not all of them are listed here, but this should get you started. Talk to people frequently throughout the game to receive quests.

Omega

In Area N you can find Omega (from the Mega Man Zero series) across a long pit of spikes (disappearing/reappearing platform puzzle). If you can manage beat him and get back across the spikes alive, you can earn a reward. Head left from where you fought Omega to the main section, then go down (don’t go up). At the bottom, head right into the room down there, past the area where you need Mega Man Zero 3 and Mega Man Zero 4 to open the doors. Through the door to the right you’ll find a “mysterious rock.” If you’re playing on a clear-game save, use the “Talk” option with Fleueve and he will take the rock and make Model OX for you. This doesn’t work on easy mode. (You can fight Omega all you want, but on easy mode you earn nothing.)

(Note: According to Capcom’s site, you can get the “mysterious rock” by defeating the eight bosses from Mega Man Zero 3 and Mega Man Zero 4. I have not personally seen this happen, but it might work. All I can verify right now is that defeating Omega is definitely one trigger that does in fact give it to you.)

ENDINGS
Vent’s Ending

Vent calls Serpent a Maverick, but Serpent argues that Vent is the one who is the Maverick, because he is the one who is stopping “progress.”

Screen shot from Capcom.
Vent wonders if Serpent has a point—that he is blocking change. But the six Biometals circle him to encourage him. And then Giro shows up in Cyber-elf form to remind him that he did fight for change—he changed his destiny. Giro also adds that Vent was always a pain in the behind, but that Giro cared about him anyway. Vent finally returns to the highway and, as Prairie and the other Guardians find him and surround him happily, Vent decides he now has something to protect, and the power to protect it.

Aile’s Ending

Serpent tells Aile that “his” blood (that is, the blood of the man who created Model W—three guesses as to who that is) flows through her veins as well, which rather upsets her. But the six Biometals circle her to encourage her, and even Giro shows up in Cyber-elf form to remind her that she can determine her own destiny. By the time Aile returns to the highway where the Guardians wait, she has decided that the sacrifices the others made for her have given her the will to fight for a good future.





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Last update: January 6, 2017
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