Mega Man ZX Advent - Expert Mode No Damage Run [Part 1]
Welcome to the first part of my expert mode no damage run of Mega Man ZX Advent. ZXA represents a dramatic shift in design philosophy relative to the blueprints used in the smithing of its predecessors. An emphasis on ranged combat returns to the series, courtesy of Model A taking center stage. Those expecting MMZ-like gameplay may be alienated at first glance, but for those willing to delve deeper, an interesting journey assuredly awaits. Model A can masquerade an incredible number of both practical and bizarre forms; combo-driven gameplay takes a backseat to experimentation with tricks and oddities, something I’ve developed a penchant for over time. Here are my notes for this part.
-For this run, I chose Grey. Unlike in ZX, the choice has relevance this time, as Grey and Ashe possess moveset differences beyond crawling. Model A’s homing shot, along with the charged attacks of the other copied Biometal forms, differ tremendously. The fights against other Mega Men, likewise, also differ, so any pattern discussion will be pertinent to Grey.
-Hearkening back to both MMX and MMZ, the intro stage arms players with a mere pistol while the ability to dash is simultaneously absent. Explicitly a tutorial, there is naught to discuss save for the fact that using both attack buttons to shoot the pistol can result in double-firing; I use this to hasten the “fight” against Dogu.
-Model A’s dual guns possess some serious firepower. While not quite as brute-force leaning as Model X’s double charged shot, the homing shot offers incredible utility; it can shred swaths of regular enemies while also providing additional damage on bosses if used before the standard charge shot.
-By some miracle, I managed to do think unthinkable: I made Buckfire an actual challenge. Apparently, dancing on top of a high-speed train is my idea of fun, and so I made it my goal to never descend into the cabin during this fight. Naturally, this means I need to manipulate Buckfire into avoiding his divekick, as he’ll break straight through the ceiling. Positioning, shot timing and shot placement are all at play here, with the latter posing a particular annoyance; it’s rather easy to erroneously strike his weak point through his body even when he’s facing you, altering his health value, and thus, course of action.
-Arctic Ice Floe is a Buckfire showcase. Aside from the straight line composing the first room, the entire stage is best flown through by using Buckfire’s abilities. The flame arrows, while weak, allow instant obliteration of ice blocks, and his kick is indispensable for treating the otherwise irritating Caroms like makeshift soccer balls.
-Here’s another paradox presenting a portent of the end times: Chronoforce was easier than Buckfire. I could’ve made things more theatrical by shuffling between his double volley of 4 ice spears, but honestly, I forgot I could employ such maneuvers until the final stage, where he didn’t even attempt it. Oops. To demystify his background attack, watch the direction from which the first icicle fires. Counterclockwise: dash left and slowly walk right, with a short pause in the middle; vice-versa for clockwise.
-I complete the Tower of Verdure as a pacifist; the level naturally lends itself to this style of play anyway, so there wasn’t much effort invested in devising a path. I was unable to conjure up a method of manipulating the Electric Darts clinging to the ceiling. When feeling magnanimous, they’ll pointlessly crawl back and forth; this time, both saw fit to fire and force a brief wait.
-Not much to say about Rospark other than that Model A makes for a pretty adept weed whacker. What was the inspiration for his design? Do plants capable of electrogenesis even exist?
-Now for the Oil Fields: this first room is an indelible masterwork that belongs in the echelon of godlike puzzle design alongside greats like Portal. Actually, I'm lying, and even just typing that with a straight face was impossible. The reason this "puzzle" exists is to obfuscate the fact that this first section comprises only 10 seconds of genuine gameplay. The second sector fares better, though I have to question Albert's sanity if his idea of efficient infantry units includes guys on motorcycles attempting to run you over, and continuing onward directly into a wall should they miss—all in the middle of a field rife with combustible materials no less. The interior of the Raider ship posits further brain-busting questions such as "How does electricity work?" Nobel prize-winning stuff here.
-Atlas deserves to be emancipated from that nonsense, for more details on her fight, check out my standalone video titled "Dancing with Atlas".
Timestamps:
00:00 - Mysterious Lab | Dogu the Giant
01:49 - Train | Buckfire the Gaxelleroid
04:20 - Arctic Ice Floe | Chronoforce the Xiphosuroid
09:44 - Tower of Verdure | Rospark the Floroid
13:38 - Oil Field | Atlas
Thanks for watching! Any comments or questions you have are welcome as always.
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