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Mega Man Zero 4

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This page details pre-release information and/or media for Mega Man Zero 4.

E3 2005 Trailer#

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  • A different version of the cyber elf mugshot is present.
  • For some odd reason, the elf doesn't display a name.
  • In the weapons grabbed with the Z-Knuckle, the shooting weapons have a buster animation behind. This is because in previous games, the buster was part of Zero's sprite. This would be remedied in the final by removing the buster and replacing it with Zero's hand, which ended up creating a new issue with the run-shooting animation: This animation has Zero's non-firing arm swing forward and back, going in front of the buster. By making the weapon its own sprite drawn on top of Zero, the weapon could no longer be behind this arm while still being in front of Zero without making the arm its own sprite or masking out each possible weapon Zero could use. Inti went around this issue by modifying the animation so that Zero's non-firing arm would be in a fixed position where it could not overlap the weapon. Zero 4 is the only game to use this animation; Inti Creates would revert back to the regular animation in Mega Man ZX for Model ZX and Model OX, since the buster is once again a part of the player sprite in that game.
  • The boss arena where you fight Hell The Giant (boss from the mission "Rescue Neige") lacks a background.
  • The beginning area of Tech Kraken's stage has a different background.
  • SubDesert Core lacks the palette change in the core when shooting the laser.
  • A V. Fire (Variant Fire) enemy can be found in the giant laser zone of Heat Gemblem's stage.
  • A Spy Larue E appears on Heat Gemblem's stage instead of Spy Larue F.