Alpha and Omega - Let's Play the Mega Man Zero Series

Zero’s Timely Dilemma - Let’s Play Mega Man Zero (Revisited)

You know what they say: you either live long enough to become the villain, or wake up and do some rad sword maneuvers.

It’s been a long time since X and crew defeated Redips… or Lumine if you don’t consider Command Mission canon. The city of Neo Arcadia was established by X, and it should have been a place of peace. However, the city’s government began accusing Reploids of being Maverick, whether it was true or not. This injustice could threaten any and all Reploids who hadn’t bent the knee to Neo Arcadia. While many have fled for their lives, nobody has the power to stand up to this tyranny. Nobody, save a legendary figure who once fought alongside X…

Welcome to Mega Man Zero, the first of Capcom’s handheld Mega Man platformers and the continuation to the X series. If you’re wondering what came before this, you can check out this thread for the Classic series and this thread for the X series. Some knowledge of X might help you here, but for the most part the Zero series can stand on its own in terms of its story. As for its gameplay, you can carry over your experience from X for this one. The high speed of those games translated well to the Game Boy Advance, so dashing and wall jumping feel as good as ever. That being said, we’re playing as Zero here, and he doesn’t exactly have the power-copying capabilities his blue partner had. His Z Saber is pretty versatile, but that’s about it. Another important note: this is typically considered one of the hardest Mega Man series out there. I don’t exactly agree with that statement, but Zero 1 can definitely be cruel to newcomers, especially if you care about the game’s ranking system. Without the help (and lives) of the collectible Cyber Elves, Zero will have to rely more on figuring out boss patterns and maneuvering around them, because he can’t exactly tank hits.

As a final note, if you want to find the hacks I used for this LP, they’re the Mega Man Zero Revisited and Mega Man Zero Restored hacks. The former can be especially helpful if you’ve ever struggled to get into the first game.

Episode List

Part 1: Captive Legend

Part 2: Refuse to Die

Part 3: Express Purpose

Part 4: Just Deserts

Part 5: Nervous Orotic

Part 6: Data Aggression

Part 7: Lone Digger

Part 8: Sneaking Mission

Part 9: Colbor Down

Part 10: Production Boom

Part 11: Fighting Fire

Part 12: Hack Job

Part 13: Last Defense

Part 14: Rising Shrines

Part 15: Non-Slug

Part 16: Fake


New Management, Old Zero - Let’s Play Mega Man Zero 2

Neo Arcadia’s Pantheon budget has been dreadful this past year.

Zero has fought alone for a year, but even a legendary Reploid has his limits. His equipment has dulled, and so has his desire to keep up his aimless fight. He’s resolved himself to find the Resistance again, no matter where they wound up after Neo Arcadia’s defeat.

After the experimental nature of Zero 1, Zero 2 is slightly more in line with other Mega Man games. Slightly. The Resistance now has a budget higher than Ciel’s pocket change, which means missions feel just a little more formal. You’re still being graded on your performance, but this time around there’s more of a reward for keeping up a high rank. And while Zero keeps his blade, gun, and boomerang, he also has a new weapon at his disposal! It’s… uh… well, interesting in concept at least.

Episode List

Part 1: Departure

Part 2: Magnion Opus

Part 3: Ourobockle Debacle

Part 4: Subordinate Flauclaws

Part 5: Poler Opposition

Part 6: Kuwagust Front

Part 7: Burble Component

Part 8: Sage At-Strife

Part 9: Fairy Play

Part 10: Fighting Form

Part 11: Slugless Fest

Part 12: Ice Storm

Part 13: The Wish Punished


Is nominal determinism real, or did Dr. Weil have enough sense to change his name before committing innumerable crimes?

It’s been two months since Zero’s battle with Elpizo. The Dark Elf is still missing, and relations with Neo Arcadia remain tense. Luckily, Ciel has just about finished her new energy system, and if all goes well it could be the key to ending hostilities for good. Which means, of course, a new wrench is about to be thrown in the works. A strange ship has crashed into the planet, and it bears a similar reading to the Dark Elf. What that could mean remains to be seen, but in all likelihood it will lead to more trouble…

We’re halfway done with the Zero games, and if you thought the last game was a change from the first, this one’s even bigger. Weapon levels are out, we’ve got equipable ability chips, and most importantly the Cyber Elves don’t have to die to be used! The base game’s about the same in that you’ll die quickly if you’re not careful, and the ranking system is still a little judgmental if you’re not used to it. But if you’ve been put off by the first two games, this one might be mire your speed. Just, you know, make sure you’re up to date on the plot. You won’t be confused if you don’t, but we will be getting some emotional payoff this time around.

Episode List

Part 1: Exiled One

Part 1: Captive Legend

The Resistance is on its last legs. If it doesn’t do something drastic soon, Neo Arcadia will simply roll over them, and that will be that. But Ciel, a human scientist, might have a good hunch. It’s rumored that somewhere in the world is the legendary Zero, dormant but still alive. With no better chance of survival, she embarks with a sizable retinue to awaken Zero, and hopefully stave off Neo Arcadia for just a little longer.

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Part 2: Refuse to Die

Now that Zero’s up and about, there’s no time to waste. A few Resistance members are slated to be crushed in a disposal center, and if Zero can save Ciel from the jaws of death, maybe he can save the day here too.

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Part 3: Express Purpose

With the disposal center cleared of its warden, there’s about 1% less tension around the Resistance. And now that everything is underwhelmingly safer, we’ve got a list of potential missions that need to be addressed. First on the list is saving a Cyber Elf from being taken away by train. I mean, I can’t imagine being more pressing than that. Knock on wood.

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Part 4: Just Deserts

Although the Resistance Base is hidden away in the ruins of an old city, everything outside of that city is in even worse shape. A vast expanse of desert wasteland is the only thing to be found for miles, and unfortunately an escaped Resistance member has crash-landed somewhere out there. Where that guy even came from might be important, but for now it’s up to Zero to rush through the desert and save him.

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Part 5: Nervous Orotic

No matter how small the base, you’re gonna need power. And considering the Resistance is operating in a dilapidated underground structure, they don’t exactly have much in the way of a surplus of power. There is an energy factory nearby, but getting a steady flow of energy crystals from there would require ousting Neo Arcadia from it. The good news is, the solution here is the same that it’s been so far: have Zero stab the problem until it’s gone.

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Part 6: Data Aggression

Given how hastily Ciel and Zero had to leave the abandoned lab, it’s no surprise there’s a ton of data still left over there. But of course, Neo Arcadia has occupied the ruins and now Zero’s data is in jeopardy. I know we’re only in the first of four games, but maybe there’s a chance we could extract that potentially-important data about Zero’s past?

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Part 7: Lone Digger

So as it turns out, Neo Arcadia isn’t just taking our attacks lying down. They know where the Resistance base is hidden, and they’ve sent a tank in to blow the whole place to smithereens. But on the bright side, tanks are not immune to Zero.

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Part 8: Sneaking Mission

It’s been a while since we were out in the desert, but it seems the Resistance has finally traced the hidden base the escapee was jailed in. High security can be expected, but all things considered the ice rink in there is a bit of a surprise.

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Part 9: Colbor Down

Zero has been doing so much for the Resistance, and it seems some of the members feel bad about not pulling as much weight. That can only lead to trouble, so we’d best rush after them and make sure they’re not in trouble.

And once you’re done with this episode, here’s that drama track I mentioned in the episode. And if you’re curious about the others, Prologue and Rebirth From Zero are based on the first few scenes of the game.

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Part 10: Production Boom

Hey, remember that factory we took over a while back? The Resistance thinks it might be in danger, considering it’s relatively unguarded and it would be a terrible loss if it were destroyed. Maaaaybe we should head down and make sure nothing bad’s happened to it.

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Part 11: Fighting Fire

Guerilla warfare is how the Resistance has survived so far, and it seems Neo Arcadia wants less of that. They’ve deployed a sizable number of troops in the desert, and it won’t take long for them to break into the base if left unchecked. But the good news is: it takes even less time for Zero to shred through them.

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Part 12: Hack Job

Hot off the heels of Neo Arcadia’s desert attack, it seems the Resistance base is getting hacked. Zero must once again return to the desert, re-infiltrate the enemy base, and find the offending computers. Pay no mind to the melted ice though, I’m sure they just wanted to change up the obstacles for this and nothing else.

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Part 13: Last Defense

It doesn’t take much to invade the Resistance Base, and Neo Arcadia is attacking at full-force. Like, more so than they did last time. This could be the end, but then again, Zero’s still here and ready to go.

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Part 14: Rising Shrines

The Resistance base has weathered an attack, but who knows how long they can stay on the defensive. To keep his friends and allies safe, Zero heads off for Neo Arcadia. The first step in his journey is to ascend Neo Arcadia’s shrines, which are filled with numerous guards aaaaaaand yoku blocks.

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Part 15: Non-Slug

It’s the final stages, part 2! Zero ascends an elevator shaft with at least some assistance from an actual elevator. Neo Arcadia’s core awaits at the top, guarded by a thing we know little about outside of what it isn’t.

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Part 15 lacks (revisited) in the video’s name.
Otherwise, looks good, starting watch from the beginning.

:+1:

Thanks for the heads up, that’s fixed now. And thanks for watching as well!

Re: Ciel.

They made a child to solve the problems with the Reploids. She solved a problem with a Reploid. With child’s understanding of the world…
Copy-X’s story is kinda sad.

Re: MMZ Official Complete Works (english). There’s a scan of it in greatest repository of anime and anime-related art: the sad panda site.

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Not only did Backstory Scientists wind up making a bad decision for the creation of Copy X, they also gave a kid scientist eternal depression because of it! A pretty bad situation for everyone involved.