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Video Game / Mega Man Zero 4

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Mega Man Zero 4 is a video game created by Capcom and Inti Creates for the Game Boy Advance in 2005. It's the fourth and final installment in the Mega Man Zero series, before continuing in the Mega Man ZX series.

Dr. Weil still rules over Neo Arcadia with an iron fist. This forces Neo Arcadians to flee their homes and try to establish a new colony in the wastelands, finding New Eden Area Zero (the crash site of the Eurasia colony from Mega Man X5). Zero learns of Operation Ragnarok, a military operation where Weil plans to obliterate all inhabitable places like Area Zero so that humans would stop running away from Neo Arcadia, and decides to thwart Weil's evil plans.

The game introduces the Zero Knuckle, a weapon that lets Zero steal other enemies' weapons and use them for himself.


This game provides examples of:

  • Astral Finale: The game ends up with Zero breaking in to the Kill Sat Ragnarok and trying to destroy it from within.
  • Background Boss: Carnage Force 0, Hell the Giant and Randam Bandam.
  • Bittersweet Ending: Sure, the bad guy is killed and the world is saved and peace is restored but...the ending cutscene starts off with Zero's survival in deep doubt. Ciel runs off to a hill to cry her heart out in peace. She then regains her composure and looks hopefully to the sky, telling Zero to come back soon...cue a shot of his broken helmet and strewn mechanical parts in a crater somewhere.
  • The Cavalry Arrives Late: The Resistance arrives too late to rescue all Neo Arcadians from Ragnarok's laser fire, and could only scour the ruins for a scant few survivors.
  • Cyberspace: The storyline requires Zero to enter one to disable the network security system of Ragnarok.
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  • Damn You, Muscle Memory!: The hanging ledge ability from X5 to X6 returns here. Unlike those games, where dashing while hanging is possible, Zero remains starionary (unless the "ledge" itself was moving) and must jump to move around.
  • Easy Level Trick:
    • Removing the wires underneath SubDesert Core with the Z-Knuckle will disable its laser attack.
    • Randam Bandam has an attack where it disappears into the walls and the panels open up one by one to fire at Zero. The Tractor Shot will absorb all these shots (protecting Zero in the process) and can be used against Randam for a decent amount of damage.
  • The End of the World as We Know It: Double Subversion: the Colony Drop really isn't going to bring out the aforementioned effect; however, seeing as the target of the drop is a New Eden area in a Crapsack World, it arguably comes close.
  • "Get Back Here!" Boss: Almost half of the eight bosses use a disappearing trick of some sort as part of their strategy, leaving very little opening for Zero to attack. This can be worked around with two of them (Mandrago and Kraken) who are vulnerable to the Z-Knuckle in this state.
  • Green Aesop: Plot here is protecting the last trace of nature from a villain bent on making sure that his empire is the only habitable place left on Earth.
  • Helpful Mook: A variant with the helicopter enemies. They provide aid via their propellers; when the main body is destroyed Zero can use the propeller to fly upward. One use for this is to reach the Sub Tank in Noble Mandrago's level.
  • Irony
    • The site of a major disaster a hundred years ago is now one of the newest safe havens in a desolate world.
    • The one who put an end to the entire war is the greatest creation of the very madman who started it in the first place. The revelation in Mega Man 11 that Wily initially wanted to make heroes of robots before he became consumed by hatred for Dr. Light adds even more layers of irony on top of it, as the robot he created to help fulfill his petty revenge ended up becoming the kind of hero he wanted to make in the end.
  • Item Crafting: Zero makes customization chips out of "recipes" of enemy parts.
  • Meaningful Background Event: Earth gradually grows more visible in the backdrop during the final level.
  • "Pan Up to the Sky" Ending: The ending and credits roll involves a nightsky with a swarm of pieces of Ragnarok.
  • Painful Pointy Pufferfish: There's a robotic pufferfish enemy that appears in water areas. They inflate and deflate when Zero is close to shoot out spikes in multiple directions.
  • Power Stereotype Flip: Despite being a lightning user, Mino Magnus is slow both in thought, speech and movement.
  • Sliding Scale of Gameplay and Story Integration: A bit into the deliberate type. Area Zero's environmental control system (which is what enables the region around it to grow sustainable life) is also used by the Resistance to manipulate the eight main levels of the game into becoming harder or easier for Zero to conquer.
  • Stealthy Mook: In the Hibernation Chamber stage, if you set the weather into snowing, some of the Variant Claw mooks may try to hide beneath the snow pile and ambush you when you get close.
  • Trash the Set: Craft obliterates Neo Arcadia near the end.
  • You Are Too Late: Zero was literally one room away from Ragnarok's control room before Craft fires on Neo Arcadia.
  • Your Princess Is in Another Castle!: Let's see: Craft has just destroyed Neo Arcadia, the symbol of Reploid oppression in the series, with Ragnarok, taking Dr. Weil with it. Before Craft could fire for a second time, Zero puts a stop to him. It's over, right? Nope, since Dr. Weil survives, and cues the Colony Drop.


Example of: