LYCOS RETRIEVER
Mega Man Zero: Levels
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In addition to just the character upgrades, the overall gameplay in Mega Man ZX has been overhauled as well. Rather than simply going level-to-level like previous Mega Man X games, ZX adapts a more free-form version of the Mega Man Zero layout, expanding on the "go anywhere" feeling even more so. In fact, the amount of freedom is limited only by the suits acquired, giving the game a feeling very reminiscent to Metroid: Zero Mission, or even Castlevania: Dawn of Sorrow. Of course the main Mega Man feeling is still dominant over any additions, but the level design really does give the feeling of an all-encompassing world, rather than level hopping to mission locations or boss levels. Simply sign up for a mission, track the foes down and eliminate them. Seems easy right? Maybe not.
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Mega Man veterans will immediately notice that the standard area selectscreen is gone. It has been replaced by a side scrolling area where youspeak with various characters in much the same way that you would in aconsole RPG. It's a great touch. It seemed at first that the non-linearnature of the Mega Man series was gone, but after finishing the firstcouple of levels, you get to choose one of several missions; depending onthe success or failure of your previous missions, your new ones maychange.
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Mega Man Zero 4 has been called a "refined version of an outstanding platformer series" with a more streamlined weapon and Cyber Elf system. Critics were quick to state that it hadn't changed much and that it was "more of the same". One reviewer... stated that the level designs were "slightly less challenging" than those of previous installations, but more inventive.
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The game is a little different than other Mega Man games.... For example, Zero ONLY gets a Z-Sabre and his arm cannon. He doesn't get abilities from bosses like Mega Man did. But his weapons do level up. For example his arm cannon (called a Z-Buster) begins with only firing one shot at a time. As his weapon levels up he'll be able to fire four shots and even charge up.
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Zero\'s got plenty of weapons at his disposal: his trusty Z-Saber, Z-Buster, and Shield Boomerang, for starters, and a brand-new weapon called the Recoil Rod (which he\'s wielding in the pic at the top of this review). The leveled-up effects of the various weapons are available from the get-go in MMZ3, thankfully. The Cyber Elves ... return here, too: cool little digital entities that have a variety of temporary and permanent effects on Zero (like blocking enemy fire, or extending his lifebar).
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The overall play dynamic is the same as in every other Mega Man game. You take control of Zero, a heavily armed reploid robot, and then run, jump, and shoot your way through enemy-filled levels with boss battles at the end. The two main things that help the Mega Man series stand out from other side-scrolling action games are its level designs, which are typically tricky and memory-intensive (requiring many deaths to master), and the various weapon and suit upgrades the games put at your disposal. The levels in Mega Man Zero 3 are tough as nails, but not unfairly so. Frequently, you'll come across a series of moving platforms situated above a bed of spikes, or have to make a series of jumps across large gaps from narrow ledges. You'll lose a few lives trying to get the timing right, but once you do nail it down, you can always reload your save data and get those lives back.
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