We return to the latter half of the platforming games and will finish them out, while also starting and completing the major examples of the RPG spinoffs.
- Omega – Mega Man Zero 3 and Mega Man ZX
This character, Omega, is the main inspiration for starting this two-part series of posts. In MMZ3, he was the final boss, and his in-story lore is that he was the original body of Zero implanted with a destructive personality to be able to harness the Mother Elf’s powers to their fullest. The story of the Mother Elf is complicated, but to keep it short, her abilities could remove all traces of a virus making all Reploids(sentient machines) go rouge, or “Maverick” if you will. On the other hand, the ultimate antagonist, Dr. Weil, wanted to use her powers to take control of every Reploid instead, which using Zero’s body as a host for the Mother Elf would have been perfect. This is why the Zero the player controls has a copy body, while still having the personality of the heroic, legendary Zero. As X, Zero’s best friend and ally, puts it, it doesn’t matter what body it is, it’s the person inside that matters. With that, Omega is destroyed and Zero 3 comes to a close, with Zero’s story as a whole coming to a close in Zero 4 not long after. Strange, then, that a weird duplicate of Omega would show up in a seemingly corrupted area in Mega Man ZX, set 200 years after the end of Zero 4. After completing the penultimate mission in Area M, a new area opens up as the endgame of the story is put into motion. This is Area N, a place that somehow fused with the digital world. Disappearing blocks(known as Yoku blocks) are a main feature here, and the end of the area features a rematch with Omega. He has some new moves compared to his kit in Z3, and he’s much faster and durable to compensate for his title of Superboss. Beating him allows the Mysterious Rock to be collected at the very beginning of the area, and after clearing the game and saving that clear to the file, this mysterious rock can be taken to the research lab in home base to form Model Ox, the most powerful transformation that 2-game subseries had to offer. It was essentially the movement and abilities of Model Zx, but with the power to add elemental effects to some attacks with the Overdrive function, of which was unlimited. Very powerful, obviously locked to after the end of the game, and very fun.
- Megaman Battle Network and Megaman Star Force – PvP
Now that the platformers’ set of doubles has been completed, it’s time to move to an entirely different format of double in the franchise- multiplayer clones. Obviously, this is not related to the main stories of any of the games, but it’s important to mention as this would be the only major mention they get. First up is Battle Network’s interpretation. The games take place in a network-connected Cyberworld with some real-world segments, so connecting with others to play doesn’t seem that far fetched, even though they have the same exact NetNavi as you. Story-wise, there are ways to make it work, but they’re complicated. For Star Force, similar things could be said; clusters of noise waves could form a double with a specific set of cards and you could fight. Honestly, the story reasons for this situation occurring are nonessential; fighting an opponent with a similar skillset as you and with the ability to adapt, play mindgames, and have just as much fun as you can.