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Mega Man Zero (series) : ウィキペディア英語版
Mega Man Zero

The ''Mega Man Zero'' series, known as in Japan, is the series succeeding the Mega Man X story-line, and a series in Capcom's ''Mega Man'' video game franchise, co-produced by Keiji Inafune, and directed by Mega Man Legends series director Yoshinori Kawano.〔(【引用サイトリンク】title=Game Credits for Mega Man Zero )〕 Consisting of four games developed for the Game Boy Advance by Inti Creates, the series began with the release of ''Mega Man Zero'' in 2002. The story follows Zero who is awakened by Ciel from a century-long hibernation to face his former friend Mega Man X, who has begun a genocide on the Reploids.
==Gameplay==
Like the ''Mega Man X'' series, the ''Mega Man Zero'' series is a two-dimensional platform game with run and gun elements that places a heavy emphasis on memorizing boss patterns and selecting the correct weapons to use against enemies. Unlike previous series, the stages of Mega Man Zero are inside of areas that are part of a larger map, and the player could freely explore these areas once the respective mission(s) in each area is completed. However, ''Mega Man Zero 2'' and later entries removed this and returned to the standard format that allowed the player to select a mission from a stage select screen.
Zero is also given a variety of weapons to use and can level them up to unlock new abilities, although this was removed from ''Mega Man Zero 3'' and onward as the abilities become accessible from the start of the game. Weapons that return from the ''Mega Man X'' series are Zero's Z-Buster and his signature Z-Saber. In addition, the first 3 games also featured the Shield Boomerang (which could deflect bullets or be thrown at enemies), and a Rod weapon that differed in each of the three games. The first game had the Triple Rod; a spear with an ability to extend its reach. The second game featured the Chain Rod, which could be used to latch on to things and grapple across the environment. The third game introduced the Recoil Rod which could knock enemies away a great distance, move heavy obstacles, or propel high in the air when used on the ground. The fourth game removed the Rod weapons and the Shield Boomerang but instead featured the Z-Knuckle, which could steal weaponry from enemies and use it as your own.〔Megaman Zero Collection Manual, Capcom. Retrieved 9/10/2014〕
A new entry to the series was the Score and Level System, which gives the player a score out of 100 and its corresponding Level (S being the highest, A being the 2nd highest, and F being the lowest) depending on how well they performed on each mission. The number of attacks bosses can perform are reduced as Zero's level gets lower, but it also prevents the player from obtain each bosses' EX Skill, which allow Zero to perform special high-damaging attacks with his weapons.
The series also introduced the Cyber Elf System, which allows Zero to equip small helper beings known as "Cyber Elves" to assist him in combat. After feeding them with a certain amount of E-Crystals that are dropped by enemies, the elves can either provide permanent enhancements-such as increasing Zero's maximum health capacity, or grant temporary benefits-such as the ability to deflect bullets for a short time. However, the score at the end of each mission will be deducted for every Cyber Elf used.
Finally, the series implemented the elemental enhancements for weapons in every game except ''Mega Man Zero 4''. Acting like a Rock-Paper-Scissor system, Zero gains three element chips (Fire, Ice, Thunder) that can be attached to all of his weapons and can be changed if desired. Doing so adds elemental effects to his charge attacks which allows him to inflict higher damage onto bosses that are weak to a certain element, or no damage if they are immune to it.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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