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** This series eventually answers a lingering question from ''Videogame/MegaManX:'' "WHAT AM I FIGHTING FOOOOOOOR??!" [[spoiler:The answer: "I've always fought for the people I believe in", as part of his WorldOfCardboardSpeech.]]

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** This series eventually answers a lingering question from ''Videogame/MegaManX:'' "WHAT AM I FIGHTING FOOOOOOOR??!" [[spoiler:The answer: "I've always fought for the people I believe in", as part of his WorldOfCardboardSpeech.in".]]



** Also, the music changes into the foreboding final stage theme after the first form of the final boss is defeated and [[spoiler:the Ragnarok satellite is plummeting toward the planet with Weil making a last bid by [[BodyHorror hooking up to the remains of its control system]] and directing it towards Area Zero]]. Then Zero has his WorldOfCardboardSpeech and the absolutely awesome final boss music starts up.

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** Also, the music changes into the foreboding final stage theme after the first form of the final boss is defeated and [[spoiler:the Ragnarok satellite is plummeting toward the planet with Weil making a last bid by [[BodyHorror hooking up to the remains of its control system]] and directing it towards Area Zero]]. Then Zero has his WorldOfCardboardSpeech speech and the absolutely awesome final boss music starts up.
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* InnocentMeansNaive: The Baby Elves, Crea and Prea, are two incredibly powerful Cyber Elves with the intelligence of young children. BigBad Dr. Weil tricks them into opposing the heroes by claiming himself as their "grandfather" by saying he creating their mother, the Dark Elf. In actuality, Weil only corrupted the Mother Elf into the Dark Elf and is just taking advantage of their naivete.
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** Omega has [[spoiler:his true form as Zero's original body designed to bring out his full potential with a darker color scheme invoking a more sinister appearance combined with Zero's existing "devil-like" features]], reflecting his role as a [[BeastOfTheApocalypse destroyer]] as intended by his creator[[spoiler:s (both the one responsible for Omega's mind and the one responsible for Zero's body)]].
** Dr. Weil has a [[MechanicalAbomination twisted abomination of man and machine]], reflecting Weil's own twisted and self-serving lack of humanity [[CardCaryingVillain with no attempt at high-minded justification for all his villainy]], and fitting with his proclamation [[DevilComplex of being the devil]].

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** Omega has [[spoiler:his both his gargatuan robot form [[spoiler:and his true form as Zero's original body designed to bring out his full potential with a darker color scheme invoking a more sinister appearance combined with Zero's existing "devil-like" features]], reflecting his role as a [[BeastOfTheApocalypse destroyer]] almost worthy of being called a "god" as intended by his creator[[spoiler:s (both the one responsible for Omega's mind and the one responsible for Zero's body)]].
** Dr. Weil has a [[MechanicalAbomination twisted abomination of man and machine]], reflecting Weil's own twisted and self-serving lack of humanity [[CardCaryingVillain [[CardCarryingVillain with no attempt at high-minded justification for all his villainy]], and fitting with his proclamation [[DevilComplex of being the devil]].
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* RuleOfSymbolism: The FinalBoss of each game has a OneWingedAngel form that rather accurately reflects on their goals and motivations. They also all become increasingly sinister-looking to reflect how each of them gets much darker in motive and personality than the last.
** Copy-X has an angelic six-winged form that heavily resembles a Seraphim, reflecting Copy-X's {{pride}} and belief in being a KnightTemplar utterly convinced of the righteousness of his cause.
** Elpizo has a darker angelic yet demonic final form highly remiscent of a FallenAngel, reflecting his SanitySlippage from a WellIntentionedExtremist to DrunkOnTheDarkSide.
** Omega has [[spoiler:his true form as Zero's original body designed to bring out his full potential with a darker color scheme invoking a more sinister appearance combined with Zero's existing "devil-like" features]], reflecting his role as a [[BeastOfTheApocalypse destroyer]] as intended by his creator[[spoiler:s (both the one responsible for Omega's mind and the one responsible for Zero's body)]].
** Dr. Weil has a [[MechanicalAbomination twisted abomination of man and machine]], reflecting Weil's own twisted and self-serving lack of humanity [[CardCaryingVillain with no attempt at high-minded justification for all his villainy]], and fitting with his proclamation [[DevilComplex of being the devil]].
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*** First is the option to enable a checkpoint system in the form of "Save Assist", which both replaces each game's lives mechanic and acts as a quicksave feature. If you die, quit the game, or turn off the console, you'll respawn with full health and weapons energy at the last checkpoint you passed. Any penalties you incurred to your mission ranking [[note]]aside from those you get from using Cyber Elves, etc[[/note]] are also discarded, making it easier to get and maintain an A or S rank required to unlock EX Skills and certain goodies. And lastly, turning on Save Assist does ''not'' disable achievements or otherwise penalize you for using it.

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*** First is the option to enable a checkpoint system in the form of "Save Assist", which both replaces each game's lives mechanic and acts as a quicksave feature. If you die, quit the game, or turn off the console, you'll respawn with full health and weapons energy at the last checkpoint you passed. Any passed, with everything that happened after that rolled back. This means your death and whatever other penalties you incurred to your mission ranking [[note]]aside from those you get from using Cyber Elves, etc[[/note]] are also discarded, making it easier to get and maintain an A or S rank required to unlock EX Skills and certain goodies. And lastly, turning on Save Assist does ''not'' disable achievements or otherwise penalize you for using it.

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*** First is the option to enable a checkpoint system in the form of "Save Assist". If you do this, then the lives system will be ignored and instead you're given checkpoints that you need to step into. They will act as both a quick save system, in case you need to turn the game off and aren't near a terminal, and as the lives system. If you die, you just get rolled back to the last checkpoint you passed with full health and weapons energy. It will also discard any penalties you incurred to your mission ranking[[note]]aside from those you get from using Cyber Elves, etc[[/note]], making it easier to get and maintain an A or S rank required to unlock EX Skills and certain goodies. And lastly, turning on Save Assist does ''not'' disable achievements or otherwise penalize you for using it.

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*** First is the option to enable a checkpoint system in the form of "Save Assist". If you do this, then the Assist", which both replaces each game's lives system will be ignored mechanic and instead you're given checkpoints that you need to step into. They will act acts as both a quick save system, in case you need to turn the game off and aren't near a terminal, and as the lives system. quicksave feature. If you die, you just get rolled back to quit the last checkpoint you passed game, or turn off the console, you'll respawn with full health and weapons energy. It will also discard any energy at the last checkpoint you passed. Any penalties you incurred to your mission ranking[[note]]aside ranking [[note]]aside from those you get from using Cyber Elves, etc[[/note]], etc[[/note]] are also discarded, making it easier to get and maintain an A or S rank required to unlock EX Skills and certain goodies. And lastly, turning on Save Assist does ''not'' disable achievements or otherwise penalize you for using it.
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* GameMod: Due to the way the ''Legacy Collection'' port works,[[note]]Unlike many similar retro game compilations, the ''Zero/ZX Legacy Collection'' is a set of native ports, rather than the original games run through an emulator[[/note]] it's possible to modify the [[https://steamcommunity.com/sharedfiles/filedetails/?id=2008335805 PC version]] to, for example, use the remastered CD soundtracks or play the uncensored Japanese versions (which contain blood and more frequent voiceovers) with the translated English text.
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* GrandFinale: The first in the series to have one (followed only a few months later by ''VideoGame/MegaManBattleNetwork''). [[spoiler:The oppressive government that the heroes are fighting against is finally gone, and the BigBad, desperate, is getting ready to destroy the last hope of healing a [[CrapsackWorld dying Earth]] with a ColonyDrop. The hero confronts the BigBad, [[HeroicSacrifice passing up the chance to escape to safety]] so he can stop the ColonyDrop and the BigBad once and for all. Add the fact that the hero finally finds his purpose in fighting the war, a [[HeroicBSOD problem that has plagued him]] since the ''[[VideoGame/MegaManX previous series]]'', and that peace is ''finally'' restored after a very, '''very''' long time]].

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* GrandFinale: The ''Zero'' is the first subseries in the series ''Mega Man'' franchise to have one conclude definitively[[note]]however, the story continues into the distant future with the ''VideoGame/MegaManZX'' series[[/note]] (followed only a few months later by ''VideoGame/MegaManBattleNetwork''). [[spoiler:The oppressive government that the heroes are fighting against is finally gone, and the BigBad, desperate, is getting ready to destroy the last hope of healing a [[CrapsackWorld dying Earth]] with a ColonyDrop. The hero confronts the BigBad, [[HeroicSacrifice passing up the chance to escape to safety]] so he can stop the ColonyDrop and the BigBad once and for all. Add the fact that the hero finally finds his purpose in fighting the war, a [[HeroicBSOD problem that has plagued him]] since the ''[[VideoGame/MegaManX previous series]]'', and that peace is ''finally'' restored after a very, '''very''' long time]].
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* BleachedUnderpants: Tooru Nakayama, the main artist of the game, has at least 6 adult doujinshi to his name.

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* BleachedUnderpants: Tooru Toru Nakayama, the main artist of the game, has at least 6 adult doujinshi to his name.

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** ''1'' is the only installment of the quadrilogy where the in-game Z-Saber retains its katana-like ''X'' design, rather than the triangular shape from ''2'' onward. Promotional art has always depicted the latter, and never the former.

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** ''1'' is the The only installment form of PowerCopying is elemental chips, which only three bosses of the quadrilogy where eight or so main bosses had. The only other progression system besides the in-game above-mentioned other weapons was acquiring Cyber Elves; both of these mechanics returned in later installments, but in a way that supplemented the more traditional progression granted by EX Skills.
** The
Z-Saber retains in the first game flips back and forth between its katana-like ''X'' design, rather than design and the triangular triangular-bladed shape consistently seen from ''2'' onward. Promotional art has always depicted and most of Zero's sprites depict the latter, but its menu icon and never the shape it takes when initially dropped by Cyber Elf X are the former.
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*** First is the option to enable a checkpoint system in the form of "Save Assist". If you do this, then the lives system will be ignored and instead you're given checkpoints that you need to step into. They will act as both a quick save system, in case you need to turn the game off and aren't near a terminal, and as the lives system. If you die, it'll roll the game back to the last checkpoint you passed. It will also discard any penalties you incurred to your mission ranking[[note]]aside from those you get from using Cyber Elves, etc[[/note]], making it easier to get and maintain an A or S rank. And lastly, turning on Save Assist does ''not'' disable achievements or otherwise penalize you for using it.

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*** First is the option to enable a checkpoint system in the form of "Save Assist". If you do this, then the lives system will be ignored and instead you're given checkpoints that you need to step into. They will act as both a quick save system, in case you need to turn the game off and aren't near a terminal, and as the lives system. If you die, it'll roll the game you just get rolled back to the last checkpoint you passed. passed with full health and weapons energy. It will also discard any penalties you incurred to your mission ranking[[note]]aside from those you get from using Cyber Elves, etc[[/note]], making it easier to get and maintain an A or S rank.rank required to unlock EX Skills and certain goodies. And lastly, turning on Save Assist does ''not'' disable achievements or otherwise penalize you for using it.

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* ScreenCrunch: Enemies and obstacles that are impossible to see ahead of time are a dime-a-dozen in these games. Boss fights, in particular, are made much more difficult than they otherwise would be, since most of them take place in arenas larger than the screen, so you cannot see their attacks coming and thus cannot prepare for them.



* SeriesContinuityError: In ''Zero 1'', Zero must go to the Underground Labortory where he needs to gain information, defeat the boss of the area, and escape before the level crumbles him in. In ''Zero 3'', somehow, it's completely fine before Omega Zero explodes that promptly destroys the area.

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* SeriesContinuityError: In ''Zero 1'', Zero must go to the Underground Labortory Laboratory where he needs to gain information, defeat the boss of the area, and escape before the level crumbles him in. In ''Zero 3'', somehow, it's completely fine before Omega Zero explodes that which promptly destroys the area.
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* BookEnds: The first and last major missions of the series are actually very similar; the major difference is the sense of scale. Both are timed boss fights against named Mavericks where innocent lives are on the line of the timer reaches zero - in ''Zero 1,'' it's three reploids that Aztec Falcon is trying to retire. In ''Zero 4,'' it's [[spoiler: all life on the planet in the long run, as Weil tries to ram his KillSat into Area Zero, the last bastion of nature (and thus oxygen) left after Neo Arcadia was blown to smithereens.]]

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* BookEnds: The first and last major missions of the series are actually very similar; the major difference is the sense of scale. Both are timed boss fights against named Mavericks where innocent lives are on the line of if the timer reaches zero - in ''Zero 1,'' it's three reploids that Aztec Falcon is trying to retire. In ''Zero 4,'' it's [[spoiler: all life on the planet in the long run, as Weil tries to ram his KillSat into Area Zero, the last bastion of nature (and thus oxygen) left after Neo Arcadia was blown to smithereens.]]
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* BookEnds: The first and last major missions of the series are actually very similar; the major difference is the sense of scale. Both are TimedMissions against named Mavericks where innocent lives are on the line of the timer reaches zero - in ''Zero 1,'' it's three reploids that Aztec Falcon is trying to retire. In ''Zero 4,'' it's [[spoiler: all life on the planet in the long run, as Weil tries to ram his KillSat into Area Zero, the last bastion of nature (and thus oxygen) left after Neo Arcadia was blown to smithereens.]]

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* BookEnds: The first and last major missions of the series are actually very similar; the major difference is the sense of scale. Both are TimedMissions timed boss fights against named Mavericks where innocent lives are on the line of the timer reaches zero - in ''Zero 1,'' it's three reploids that Aztec Falcon is trying to retire. In ''Zero 4,'' it's [[spoiler: all life on the planet in the long run, as Weil tries to ram his KillSat into Area Zero, the last bastion of nature (and thus oxygen) left after Neo Arcadia was blown to smithereens.]]
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* BookEnds: The first and last major missions of the series are actually very similar; the major difference is the sense of scale. Both are TimedMissions against named Mavericks where innocent lives are on the line of the timer reaches zero - in ''Zero 1,'' it's three reploids that Aztec Falcon is trying to retire. In ''Zero 4,'' it's [[spoiler: all life on the planet in the long run, as Weil tries to ram his KillSat into Area Zero, the last bastion of nature (and thus oxygen) left after Neo Arcadia was blown to smithereens.]]

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*** First is the option to enable a checkpoint system in the form of "Save Assist". If you do this, then the lives system will be ignored and instead you're given checkpoints that you need to step into. They will act as both a quick save system, in case you need to turn the game off and aren't near a terminal, and as the lives system. If you die, it'll drop you down at the checkpoint with all resources restored as many times as you die.

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*** First is the option to enable a checkpoint system in the form of "Save Assist". If you do this, then the lives system will be ignored and instead you're given checkpoints that you need to step into. They will act as both a quick save system, in case you need to turn the game off and aren't near a terminal, and as the lives system. If you die, it'll drop you down at roll the game back to the last checkpoint with all resources restored as many times as you die.passed. It will also discard any penalties you incurred to your mission ranking[[note]]aside from those you get from using Cyber Elves, etc[[/note]], making it easier to get and maintain an A or S rank. And lastly, turning on Save Assist does ''not'' disable achievements or otherwise penalize you for using it.

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* PreOrderBonus: Those that pre-ordered the ''Mega Man Zero/ZX Legacy Collection'' also receive a bonus "Reploid Remixes" DLC, a set of new arranged music from the ''Mega Man Zero'' and ''ZX'' series that can be played during gameplay or listened to from the collection's music player.



* {{Updated|Rerelease}} CompilationRerelease: The ''Mega Man Zero Collection'' for the UsefulNotes/NintendoDS, which adds an "Easy Scenario" Mode for beginners, fixed some of the translation errors, brought over the Japanese-only e-Reader Mod Cards from ''Rockman Zero 3'' in the overseas release, the ability to use the DS's X and Y buttons, and a gallery with unlockable images.

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* {{Updated|Rerelease}} CompilationRerelease: CompilationRerelease:
**
The ''Mega Man Zero Collection'' for the UsefulNotes/NintendoDS, which adds an "Easy Scenario" Mode for beginners, fixed some of the translation errors, brought over the Japanese-only e-Reader Mod Cards from ''Rockman Zero 3'' in the overseas release, the ability to use the DS's X and Y buttons, and a gallery with unlockable images.images.
** The ''Mega Man Zero/ZX Legacy Collection'' for [=PlayStation=] 4, Xbox One, Switch, and PC retains many of the features of the previous ''Zero Collection'' on the DS in addition to implementing a "Save-Assist" option that adds checkpoints at certain locations without penalty, a "Casual Scenario" Mode that is not unlike the ''Zero Collection''[='=]s Easy Scenario Mode, the ability to play the ''Zero'' and ''ZX'' series' different regional versions, and a new Z-Chaser mode, a leaderboard-based competitive speedrun mode with various stages from the ''Zero'' and ''ZX'' series.
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* ScienceFantasy: Very prominent in this part of the franchise. Magic Energy Crystals that power all technology, fairy-like Cyber Elves that assist the hero, nearly all of the standard bosses being {{Cybernetic Mythical Beast}}s, the presence of angel-like beings such as X, and the final arc of the story being explicitly themed around Norse mythology, it's all there.

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* CybnerneticMythicalBeast: The "animal bosses" you fight are "Mutos/Mythos Reploids", most of them being reploids modeled and named after mythical beasts. Examples include Burble Hekelot (Heket from Myth/EgyptianMythology), Tretista Kelverian (Cerbeus of Greek myth), and Fenri Lunaedge (Fenrir from Myth/NorseMythology).

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* CybnerneticMythicalBeast: CyberneticMythicalBeast: The "animal bosses" you fight are "Mutos/Mythos Reploids", most of them being reploids modeled and named after mythical beasts. Examples include Burble Hekelot (Heket from Myth/EgyptianMythology), Tretista Kelverian (Cerbeus of Greek myth), and Fenri Lunaedge (Fenrir from Myth/NorseMythology).



** The first game featured a {{Metroidvania}}-style world map - the only locations that aren't accessible by walking are the Neo Arcadia levels, though missions were still done in traditional ''Mega Man'' style by choosing one and immediately starting at the mission location. This feature wasn't seen in any main series Mega Man game that preceeded it and wouldn't be revisited until ''VideoGame/MegaManZX''. Also, mission selection doesn't include the Boss' mugshot, which was tradition for the past series, but was reimplemented in the second game onward.

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** The first game featured a {{Metroidvania}}-style world map - the only locations that aren't accessible by walking are the Neo Arcadia levels, though missions were still done in traditional ''Mega Man'' style by choosing one and immediately starting at the mission location. This feature wasn't seen in any main series Mega Man game that preceeded it and wouldn't be revisited until ''VideoGame/MegaManZX''. Also, mission
** Mission
selection doesn't didn't include the Boss' mugshot, which was tradition for the past series, but was reimplemented in the second game onward.



** ''1'' is the only installment of the quadrilogy where the in-game Z-Saber retains its katana-like ''X'' design, rather than the triangular shape from ''2'' onward. Promotional art has always depicted the latter, and never the former.



* EndOfAnAge: ''Zero 3'' and ''4'' serve as this for both the ''Zero'' series and ''VideoGame/MegaManX''. [[spoiler: ''Zero 3'' features the {{Final Death}}s of both X, Copy X and the Four Guardians made from his reploid DNA, making it the ultimate end of X's legacy, while Zero is forced to destroy his original body to stop Omega. Then by ''Zero 4'', Zero pulls his final HeroicSacrifice to stop Dr. Weil and save Area Zero, finally bringing an end to the centuries-long conflict between humans and reploids. ]]

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* EndOfAnAge: ''Zero 3'' and ''4'' serve as this for both the ''Zero'' series and ''VideoGame/MegaManX''. [[spoiler: ''Zero 3'' features the [[spoiler:the {{Final Death}}s of both X, Copy X and the Four Guardians made from his reploid DNA, making it the ultimate end of X's legacy, while Zero is forced to destroy his original body to stop Omega. Omega]]. Then by ''Zero 4'', Zero pulls [[spoiler:pulls his final HeroicSacrifice to stop Dr. Weil and save Area Zero, finally bringing an end to the centuries-long conflict between humans and reploids. ]]

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Sorted out some Call Back and Continuity Nod examples. Do keep in mind that Call Backs are plot related and Continuity Nods aren't.


** The rare Cyber-elf Jackson in the first game has its effect similar to [[InvincibilityPowerup charged Chameleon Sting]] in ''X1''.

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** The rare Cyber-elf Jackson in In ''4'', the first game has its effect similar setting is the ColonyDrop from ''VideoGame/MegaManX5'', ironically [[spoiler:the target of the game's own colony drop]].
** In ''Zero 3'', Dr. Weil ressurects Reploids from ''1''
to [[InvincibilityPowerup charged Chameleon Sting]] lead the full-out assault on the Resistance; in ''X1''.addition to Copy X Mk. 2, Hanumachine R, Blizzack Stagroff R, and Anubis Necromancess V return to fight Zero once more.



*** Again in ''4'', the setting is the ColonyDrop from ''VideoGame/MegaManX5'', ironically [[spoiler:the target of the game's own colony drop]].



** Another returning element from the ''Classic'' series: the enemies Shotman and Peterchy get redesigned and reappear as Shotloid and Petaria after their absence from the ''X'' series.



** Similarly, in ''Zero 3'' (again), between the first boss set (four of the Eight Gentle Judges) and the third set (other four judges), the second set (3 bosses) and the one after the Judges are remakes of four bosses from Zero 1: Blizzack Stagroff R, Hanumachine R, Anubistep Necromanses V (the Zero 1 version was Anubistep Necromanses the Third), and Copy X Mk. 2.

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** Similarly, The rare Cyber-elf Jackson in ''Zero 3'' (again), between the first boss set (four of the Eight Gentle Judges) and the third set (other four judges), the second set (3 bosses) and the one after the Judges are remakes of four bosses from Zero 1: Blizzack Stagroff R, Hanumachine R, Anubistep Necromanses V (the Zero 1 version was Anubistep Necromanses the Third), and Copy X Mk. 2.game has its effect similar to [[InvincibilityPowerup charged Chameleon Sting]] in ''X1''.
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** From ''3'' onwards, {{combo}}s. Typical play usually sees the player loading in an {{Elemental |RockPaperScissors}}Chip and whacking at bosses with charged attacks; combo play requires knowing the hit priority of your various attacks, what type of attacks to use in the combo, and when it's safe to do so[[note]]as comboing typically means Zero is going to be stuck doing his skill animations[[/note]]. The former is a lot safer, while the latter is a lot faster, owing to how properly constructed combos will pierce a boss' invincibility frames.

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** From ''3'' onwards, {{combo}}s. Typical play usually sees the player loading in an {{Elemental |RockPaperScissors}}Chip [[ElementalRockPaperScissors Elemental]] Chip and whacking at bosses with charged attacks; combo play requires knowing the hit priority of your various attacks, what type of attacks to use in the combo, and when it's safe to do so[[note]]as comboing typically means Zero is going to be stuck doing his skill animations[[/note]]. The former is a lot safer, while the latter is a lot faster, owing to how properly constructed combos will pierce a boss' invincibility frames.

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* DifficultButAwesome: The Triple Rod's downward stab. While using the thing as a pogo stick can be incredibly awkward, doing so is required to obtain a couple of Cyber-Elves, as well as being the safest way to destroy some of the bear traps in the desert (in particular those that are lower than you, as stabbing downward at them presents a minor risk of walking into them). Where this actually comes into play heavily is against the first intermission boss, Hittite Hottide. Given your position at the start of the fight you can immediately dash jump and stab downward to pogo jump on its back, attacking it repeatedly. If you know the amount of hits it takes to destroy the bomb launcher (sixteen), can count those hits without mixing them up with hits to the hatch right next to it, and can position yourself to deal with the bat-like enemies (Gli-Eyes) from the hatch and para-bombs from the bomb launcher, you can destroy that bomb launcher nearly as soon as the battle starts, making it that much simpler to deal with the other things it can do. Better not destroy that hatch just yet if you want the associated Cyber-Elf and all the points in your Enemy ranking, though...

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* DifficultButAwesome: DifficultButAwesome:
**
The Triple Rod's downward stab. While using the thing as a pogo stick can be incredibly awkward, doing so is required to obtain a couple of Cyber-Elves, as well as being the safest way to destroy some of the bear traps in the desert (in particular those that are lower than you, as stabbing downward at them presents a minor risk of walking into them). Where this actually comes into play heavily is against the first intermission boss, Hittite Hottide. Given your position at the start of the fight you can immediately dash jump and stab downward to pogo jump on its back, attacking it repeatedly. If you know the amount of hits it takes to destroy the bomb launcher (sixteen), can count those hits without mixing them up with hits to the hatch right next to it, and can position yourself to deal with the bat-like enemies (Gli-Eyes) from the hatch and para-bombs from the bomb launcher, you can destroy that bomb launcher nearly as soon as the battle starts, making it that much simpler to deal with the other things it can do. Better not destroy that hatch just yet if you want the associated Cyber-Elf and all the points in your Enemy ranking, though...though...
** From ''3'' onwards, {{combo}}s. Typical play usually sees the player loading in an {{Elemental |RockPaperScissors}}Chip and whacking at bosses with charged attacks; combo play requires knowing the hit priority of your various attacks, what type of attacks to use in the combo, and when it's safe to do so[[note]]as comboing typically means Zero is going to be stuck doing his skill animations[[/note]]. The former is a lot safer, while the latter is a lot faster, owing to how properly constructed combos will pierce a boss' invincibility frames.



** If you don't have a guide ready, be ready to use guesswork for most of the ItemCrafting recipes in ''Zero 4''. At least you can gather recipes from talking to people (even your elf!), but not every chips have recipes.

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** If you don't have a guide ready, be ready to use guesswork for most of the ItemCrafting recipes in ''Zero 4''. At least you can gather recipes from talking to people (even your elf!), but not every all chips have recipes.

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* LiveItem: Cyber-elves are basically living beings that you can use in gameplay to support you; in the first two games they also have to be collected in the stages, whether from opening white boxes or defeating certain enemies. They also exhaust their energy and die after they're used, unless they're Satellite Elves or (in the fourth game) Croire.



* PlatformingPocketPal[=/=]LiveItem[=/=]{{Mon}}[=/=]EquippableAlly: Cyber-elves that Zero use.

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* PlatformingPocketPal[=/=]LiveItem[=/=]{{Mon}}[=/=]EquippableAlly: PlatformingPocketPal: The Cyber-elves that Zero use.use, particularly the Satellite ones (in the third game) or Croire (in the fourth). They freely fly around Zero when he equips them.

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* ChainReactionDestruction: Most bosses, when defeated, give off numerous small explosions before a big one at the end.



* DefeatEqualsExplosion: Practically all mooks and minibosses explode when they're defeated. So do most bosses; when they're defeated, [[ChainReactionDestruction they give off numerous small explosions before a big one at the end]]. The only bosses that do not explode are the [[EnergyBeings Baby Elves]].



* DenialOfDiagonalAttack: Averted with the Rod weapons and Z-Knuckle, while the Z-Saber does hit enemies above you, and the Shield Boomerang flies in a circular arc when thrown. This is only played stright with the Buster Shot.

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* DenialOfDiagonalAttack: Averted with the Rod weapons and Z-Knuckle, while the Z-Saber does hit enemies above you, and the Shield Boomerang flies in a circular arc when thrown. This is only played stright straight with the Buster Shot.



* DrillTank: One of the bosses in ''Zero 1''. You have to destroy it before it reaches the Resistance Base.

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* DrillMole: The Molegule mooks are mole robots with drills in place of their snouts.
* DrillTank: One of the bosses in ''Zero 1''. 1'', Hittite Hottide. You have to destroy it before it reaches the Resistance Base.Base.
* DrivingQuestion:
** "Can true peace be achieved between humanity and Reploid-kind?" [[spoiler:In the end, the answer is "yes", but not without some great sacrifices to be done.]]
** This series eventually answers a lingering question from ''Videogame/MegaManX:'' "WHAT AM I FIGHTING FOOOOOOOR??!" [[spoiler:The answer: "I've always fought for the people I believe in", as part of his WorldOfCardboardSpeech.]]



** In the third game, you can use the downward charged Recoil Rod on enemies' heads to propel Zero upwards very high. This can be used even on bosses. One of the Sub-Tanks also require you to do a "Recoil Rod jump" from a certain enemy's head.

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** In the third game, you can use the downward charged Recoil Rod on enemies' heads (including flying ones) to propel Zero upwards very high. This can be used even on bosses. One of the Sub-Tanks also require you to do a "Recoil Rod jump" from a certain enemy's head.

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* CyberPunk: The story is set in a post-apocalyptic setting where the world's populace is reduced to just one big highly-technological city. Said city and its government try to be as comfortable as possible to humans, at the expense of the sapient robots (Reploids), who are systematically "retired" due to 1) an energy crisis, 2) the city's leader is just that inept. This sparks a LaResistance movement which consists of Reploids who are just trying to defend themselves against the oppressive regime, and Zero ends up joining their side. Zero mostly protects the Resistance from the Neo Arcadian forces, but their attempts at decisive moves to bring peace between them - both peaceful and violent - were rocky, to say the least. Meanwhile, the humans are basically at the mercy of the techno-government - once their leader is replaced by [[TyrantTakesTheHelm the tyrant scientist known as Dr. Weil]], he turns the already shaky utopia into a full-blown hellhole, so much that they have to flee and find a refuge... in a place with lush nature, almost free of technology. While the humans are tired of the whole RobotWar, most of them are too weak and complacent to do anything about it; it takes Zero's words, and [[spoiler:his HeroicSacrifice in the end]], to kickstart the peace and new life between the two races.
* CybnerneticMythicalBeast: The "animal bosses" you fight are "Mutos/Mythos Reploids", most of them being reploids modeled and named after mythical beasts. Examples include Burble Hekelot (Heket from Myth/EgyptianMythology), Tretista Kelverian (Cerbeus of Greek myth), and Fenri Lunaedge (Fenrir from Myth/NorseMythology).



** Part of the gameplay in ''Zero 3'', supposedly caused by the arrival of Omega. Entering it will cause some certain Cyber-elves in your possession (marked with "A") to activate at once, making you more powerful; it's AwesomeButImpractical, however, because 1) you can't get Secret Disks in Cyberspace, 2) entering it will cut some precious points off your score, 3) you'll eventually have to exit it before the stage's finish, so don't expect it to be useful on bosses. [[spoiler:Except for Phantom, as you need to enter Cyberspace to even encounter him in the first place. Speaking of Phantom, he implies that cyberspace is a mix of MagicalDatabase and a place where AIs of dead Reploids and cyber-elves go.]]

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** Part of the gameplay in ''Zero 3'', supposedly caused by the arrival of Omega. Entering it will cause some certain Cyber-elves in your possession (marked with "A") to activate at once, making you more powerful; it's AwesomeButImpractical, however, because 1) you can't get Secret Disks in Cyberspace, 2) entering it will cut some precious points off your score, 3) you'll eventually have to exit it before the stage's finish, so don't expect it to be useful on bosses. [[spoiler:Except for Phantom, as you need to enter Cyberspace to even encounter him in the first place. place]]. Speaking of Phantom, [[spoiler:Phantom]], he implies that cyberspace is a mix of MagicalDatabase and a place where AIs of dead Reploids and cyber-elves go.]]


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* CycleOfRevenge: While it's not always strictly "revenge", this trope is a significant part between the animosity [[FantasticRacism between humans and Reploids]]. The whole Maverick Wars that Sigma instigated may have led to Weil thinking that reploids are better off without free will and be more easily controllable. This led to the Elf Wars, which devastated the world and killed 90% of Reploids and 60% of human population; he was forced to be put into an undying cyborg body and be exiled to the wastelands he made himself, causing him to harbor grudge towards both sides. Some time after that, while the real X attempted to rule the last of the population (both sides of it) in peace and harmony, his replacement - Copy X - went on to systematically massacre low-class Reploids while favoring the comfort of humanity, because of the energy crisis. This caused Elpizo, who narrowly avoided becoming a victim of it, to plan to be a "savior of reploids" and KillAllHumans.
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* CranialProcessingUnit: Whenever Zero fights huge robot bosses, they tend to be only vulnerable on their heads. Case in point: Mega Scorpia, Copy X and Fefnir's {{One Winged Angel}}s, and Carnage Force 0 and Hell the Giant in the fourth game.

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* ChainReactionDestruction: Most bosses, when defeated, give off numerous small explosions before a big one at the end.



* CharacterTitle: The series [[SubvertedTrope isn't]] [[EpisodeZeroTheBeginning a prequel of any sort]], [[ArtifactTitle nor is Zero himself really a Mega Man]], but [[MyHeroZero he's still our hero]].

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* CharacterTitle: The series [[SubvertedTrope isn't]] isn't [[EpisodeZeroTheBeginning a prequel of any sort]], [[ArtifactTitle nor is Zero himself really a Mega Man]], but [[MyHeroZero he's still our hero]].
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* GoombaSpringboard:
** In the first game, some enemies are conveniently placed in a way that allows you to use the Triple Rod's downward thrust attack to bounce from one enemy to another. A few secret Cyber-Elves are found this way. Said attack also allows him to repeatedly hit Hittite Hottide easily.
** In the third game, you can use the downward charged Recoil Rod on enemies' heads to propel Zero upwards very high. This can be used even on bosses. One of the Sub-Tanks also require you to do a "Recoil Rod jump" from a certain enemy's head.

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* AdultsAreMoreAnthropomorphic: Cyber-elves at first look like small critters. As you grow them by feeding them E-crystals, they become more humanoid (sans the Animal types).



* AllThereInTheStinger: ''2'''s stinger features a disembodied voice telling his "creation", Omega, that it's the "right time to attack." This leads directly into the events of ''Zero 3'', in which Omega appears in the intro level, and we're introduced to the likely source of the voice: the BigBad Dr. Weil.

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* AllThereInTheStinger: ''2'''s The second game's stinger features a disembodied voice telling his "creation", Omega, that it's the "right time to attack." This leads directly into the events of ''Zero 3'', in which Omega appears in the intro level, and we're introduced to the likely source of the voice: the BigBad Dr. Weil.



* NewNeoCity: Neo Arcadia used to be simply an organization made by X to shelter war refugees of the Elf Wars, named such because it was intended as a new {{Arcadia}}, i.e a new place for humanity to thrive. Especially after the war, where it slowly evolves into a giant city-state.



* OneWheeledWonder: Kerberos
* OneWingedAngel: Pretty much every single final boss, three out of the four members of the [[QuirkyMinibossSquad Guardians]] (Phantom has one in concept art, but is dead by the time the others use theirs in-story), ''all'' of the [[QuirkyMinibossSquad Eight Gentle Judges]] (though some of their transformations are only slightly bigger than their human forms), and, finally, a [[{{Mook}} Pantheon]]. Boy, did Capcom go overboard with this one. The Guardians' transformations are referred to as [[AllThereInTheManual Armed Phenomena]]; {{fanon}} has come up with similar terms for the other transformations.
** Though in several cases (the Pantheon, Elpizo, Omega [[spoiler:before crossing the BishounenLine]]) this is explicitly a power-up granted by the [[ArtifactOfDoom Dark Elf]], not something they can innately do.

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* OneWheeledWonder: Kerberos
Kerberos, one of the mooks.
* OneWingedAngel: Pretty much every single final boss, three out of the four members of the [[QuirkyMinibossSquad Guardians]] (Phantom has one in concept art, but is dead by the time the others use theirs in-story), ''all'' of the [[QuirkyMinibossSquad Eight Gentle Judges]] (though some of their transformations are only slightly bigger than their human forms), and, finally, a [[{{Mook}} Pantheon]]. Boy, did Capcom go overboard with this one. The Guardians' transformations are referred to as [[AllThereInTheManual Armed Phenomena]]; {{fanon}} has come up with similar terms for the other transformations.
**
transformations. Though in several cases (the Pantheon, Elpizo, Omega [[spoiler:before crossing the BishounenLine]]) this is explicitly a power-up granted by the [[ArtifactOfDoom Dark Elf]], not something they can innately do.
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