Review by DX Xetrov

"Easily the best GBA Megaman Game this Year."

Rockman/Megaman Zero 3
With another year rolling by, it's common sense that Capcom will pump out another sequel for its fanbase, no matter what the series. This time, Megaman fans (especially players of the Zero and X series) are blessed with another side-scroller that follows the familiar format of hack and slash, exploration, and high difficulty. Megaman Zero 3 is very similar to it's predecessors, with a handful of updates. This is perfectly fine, as the formula for the Zero Series is addictive, enjoyable, and just damn fun.

Trying to complete everything in the game is a hard task for most. The reasoning behind this is simply the difficulty of the game. It's defiantly something a lot of “new age” gamers haven't experienced before (mostly those who haven't played a Megaman Zero game).

With all of those things in mind, let's break down the 5 key points in the game:

Gameplay - 9/10
Superb. This game is truly addicting in more ways than one. I could hardly put down my GBA after playing the game for a good amount of time.

Playing Megaman Zero 3 is a simple task at first, with button controls that are all to familiar. A to jump, B to use a weapon, L to Dash, R + B for a Secondary Weapon, and START to pause. Simple as that may be, it soon becomes something much more. You'll find yourself constantly bashing at your buttons all in an effort to complete a certain stage. Oh, and yes these controls can be changed.

Also in terms of gameplay, you can expect everything that made Zero 2 so lovable to make their way back in Zero 3. This includes things such as Cyber Elves, EX Skills, Weapons, and different difficulty modes. Cyber Elves basically do the same function they have the whole series - providing help in certain fields for gamers. Once you've obtained an elf, you must proceed to the Menu Screen in order to activate it. Some Cyber Elves restore health, while others provide support throughout a stage. EX Skills are acquired through netting a high rank in a previous stage, then going up against a boss. Once acquired, an EX Skill allows you to perform a special move that would have otherwise not been accessible to Zero.

Though things do make a return, there are still plenty of new things to the series. They include Cyber Space, Chip Equipment, Secret Disk and Mini-Games. Here is a quick view on each feature:

*Cyber Space - This is probably one of the best additions to the game for new players. Basically, in every stage there are many transport devices scattered around. Once you enter one of these, you are transported into a computerized world called Cyber Space. Cyber Space basically lowers the difficulty level for the player. For every Cyber Elf you colleted, their abilities become active in this world, but they will not be “retired“ as if you were actually using them. This can help drastically in defeating enemies that you can't seem to get passed.

Although this may seem like a great feature to use, when you reach the end of a stage, your score will be lowered because of the use of Cyber Elves. With your score lowered, it will be almost virtually impossible to receive an EX Skill from a boss. Careful when using this feature. It is recommended that you use this only after defeating the boss of that stage, as it is required for you to go through each Cyber World to fully complete the game.

*Chip Equipment - Instead of using the Elemental Chip Equipment system from previous games, Zero 3 has a new system in which you equip chips to three different body parts: Head, Armor, and Boots. Head chips usually change how your buster will charge, or allow you to gradually heal health when ideal. Armor chips contain the lovable Elemental Chips from past games. Each element is stronger or weaker against another. The advantages are: Fire burns Ice, Ice freezes Electricity, and Electricity zaps Fire. Finally Boot chips can determine your Jump or Dash status.

There are different features for each chip on the different body parts, but that is a basic view on some of the easier ones to obtain.

*Secret Disk - The capsules that you always found Cyber Elves in have been replaced by these. Secret Disks can contain Cyber Elves, Bio Files, Chips, and more. There are 180 Secret Disk in total, and gaining each and every one is somewhat of a challenge on it's own. There is a library feature that allows you to view each disk you've colleted.

*Mini-Games - You unlock these by completing certain tasks in the game. I won't spoil anything about the Mini-Games, or say how to unlock them. But I will say that these things are pretty fun, and kept me busy a few times when I had nothing else to do.

One more thing I should probably mention is the link feature this game has with Megaman Battle Network 4: Red Sun and Blue Moon. When you link up the two carts, you can get special Battle Network enemies to appear in Zero 3's cyberspace. Also, if you trade specific data from Zero 3, you can obtain the special Z-Saber (Z-Saver in English) secret chip in Battle Network 4. Fans of both series should take full advantage of this feature, although it's not recommended that you buy one game or the other just because of it.

Story - 7/10
Although very linear, I actually enjoyed the storyline compared to other people. Megaman Zero 3 follows one of those “save the world/civilization” type ordeals. The fact that there are those same 6 characters that make returns, and the story is connected between all 4 games, you begin to learn to love. Harpuia, Leviathan, Fefnir, Ciel, X, and Zero are all in this game, and I like each and every character. They really grow on you somewhat.

I will not reveal the specific storyline of Megaman Zero 3 in this review, to prevent any type of spoiler whatsoever. Just expect… never mind.

Graphics - 8/10
Decent. Reused sprites from previous games are commonplace here.

The cut-scenes once again make an appearance though, and they are each beautiful in their own special way. The sprites are fluid, and their motions never slow down. It's easy to tell the main characters apart from the rest. The colors are very much above average, even if it is a side scroller.

Graphics are really not that important though, as long as you can see what you are doing and where you are going.

Sound - 8/10
Even though some of the music may give off a very dramatic mood, I enjoyed each and every piece much like I did with previous installments in the series. The tracks fit the setting of the game, so everything basically comes into to place in a nice package. If you want a better description of the music, just think of the tracks back in Megaman Zero 1 and 2. They are very similar, and are even made by the same development team/band.

Replay Value - 9/10
For the perfectionist in all of us, this game floats your boat just fine. There are many things to do once you beat it for the first time, and that can included getting all the Mini-Games, EX Skills, Secret Disk, and Chip Equipments. I spent a good 2 weeks fully completing this game (Japanese), with all secrets and such unlocked. I'm sure many other gamers will attempt this as well, because you really get the value of Megaman Zero 3 by fully completing it.

FINAL SCORE - 8/10
Although this all looks good on your computer, you should really play the game yourself to deduct whether you enjoy it or not. Long time Megaman fans should defiantly pick up a copy of this game, whether it is in Japanese, or until it comes state-side. The whole Zero 3 experience was great a time for myself and a couple of friends. We enjoyed it much more than Zero 1 and 2 combined. Be fair warned, as the difficulty level is a bit toned down from Megaman Zero 2. So if you mastered that game with ease, you will fine no trouble doing the same for Megaman Zero 3.

The US build should hit sometime in October, so pre-order as soon as possible if you are interested in purchasing this game.

Recommended to all gamers.

Reviewer's Score: 8/10, Originally Posted: 07/25/04, Updated 08/21/04

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