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Mega Man ZX Advent

Mega Man ZX Advent is a action-adventure video game developed by and published by exclusively for the . It is the sequel to and the final installment in the ZX sub-series, continuing the fusion of human and Reploid elements from prior titles. Set centuries after the Elf Wars in a world where humans and Reploids live in uneasy peace under the authoritarian government, the game centers on a "Tech Rush" to excavate ancient ruins containing dangerous technologies and . The story follows two playable protagonists with intertwining narratives: Grey, a young male Reploid who awakens from cryogenic stasis in a hidden with , rescued by Hunters, and Ashe, a female human Hunter affiliated with the Hunter’s Guild. After each encounters and fuses with the sentient Biometal Model A— an ancient artifact enabling the "Megamerge" transformation into powerful Mega Man forms—they battle rival Mega Men, corporate raiders, and the malevolent Model W to avert a catastrophic war. In terms of gameplay, players choose to follow either Grey's or Ashe's campaign at the outset, experiencing parallel stories that converge in key events, with each character offering distinct abilities and dialogue. Core mechanics emphasize fast-paced side-scrolling exploration, combat, and boss battles across expansive stages, where defeating enemies and bosses allows absorption of their data to unlock new forms and abilities modeled after classic Mega Man weapons. The game leverages the Nintendo DS's dual screens for map navigation and interactive elements, includes multiplayer modes for co-op and versus play, and features unlockable mini-games and a large overworld map with side quests. Upon release, it received generally favorable reviews for its engaging combat and visuals, earning a Metacritic score of 78, though some criticized its difficulty and backtracking. The title was later re-released in the Mega Man Zero/ZX Legacy Collection for modern platforms in 2020.

Plot

Setting

Mega Man ZX Advent is set approximately four years after the events of Mega Man ZX, in a post-apocalyptic world scarred by centuries-old wars between humans and Reploids, where the two now coexist under the authoritarian Federation Government known as Legion. This society blends advanced cybernetic enhancements with the remnants of ancient ruins scattered across the globe, which harbor dangerous Mavericks—rogue machines that periodically incite raids and threaten stability. The Legion enforces strict control over technology and Reploid lifespans through cybernetic upgrades managed by the Sage Trinity, promoting a fragile peace amid ongoing resource extraction from these hazardous sites. Central to the world's technology are Biometals, sentient metallic artifacts unearthed from the ruins that encapsulate the essences and data of legendary heroes from previous eras. These Biometals enable a process called Megamerging, in which compatible individuals known as Biomatches synchronize with them to transform into dubbed Mega Men, granting enhanced combat abilities and access to historical powers. Biometal Model A, in particular, possesses a unique consciousness and copying capability, allowing it to replicate forms from defeated foes. Key societal factions include the Hunters, a guild-based network divided into for strategy and Platoons for fieldwork, comprising independent operatives who venture into to recover lost artifacts and Biometals for societal benefit—or personal gain. These groups navigate tensions with Raiders, unregulated who prioritize profit over regulation. The government oversees overall stability through the Sage Trinity. The game's environments revolve around eight primary areas, each representing diverse post-war landscapes tied to the overarching "Game of Destiny"—a fateful struggle over Biometal control that unfolds across sites like the industrial Train routes, the ruined Highway networks, and the subterranean Oil Field mining operations. Biometal Model W emerges as the central antagonistic force driving this conflict, its influence amplifying activity and drawing Mega Men into confrontation.

Characters

The protagonists of Mega Man ZX Advent are Grey and Ashe, each leading a distinct campaign that explores parallel narratives before converging in the game's climax. is a young Reploid boy discovered in cryogenic hibernation and rescued by Hunter Dan of the Hunter's Guild, whom he subsequently joins as an apprentice mechanic. His story emphasizes themes of identity and origin, as he grapples with while utilizing Biometal Model A to Megamerge and combat threats. Ashe, in contrast, is a human member of the Hunter's Guild known for pursuing bounties, initially tasked by the organization to retrieve Biometal Model A from a group of Raiders. Her campaign highlights independence and resourcefulness, with the two protagonists' paths intertwining as they uncover shared destinies tied to ancient technologies and global conflicts. Both characters share access to Biometal Model A, a sentient fragment enabling enhanced transformations, though Grey's Reploid nature lends a more defensive, calculated fighting style suited to his mechanical background, while Ashe's human agility supports an aggressive, direct approach in battles. Supporting characters include key figures from the Hunter's Guild and . Hunter Dan provides initial guidance to . Aile, the heroine from the prior , appears as a veteran operative offering aid based on the player's chosen path, bridging events from the previous game with her expertise in Biometal combat. Master Albert serves as the head of the 's Sage Trinity, a brilliant scientist credited with advancing cybernetic enhancements that extend Reploid lifespans and maintain societal order. His assistant, , is the Biomatch for Biometal Model L, portrayed as a composed individual with a deep-seated resentment toward humanity's environmental negligence, motivating her protective role in underwater domains. The other Sages, Mikhail and Thomas, offer technological and strategic support. The primary antagonists revolve around Master Albert's hidden machinations as the overarching mastermind orchestrating events to reshape the world, revealing his duplicitous nature beyond his supportive facade. Enforcing his will are the enigmatic siblings and , who wield fragments of the destructive Model W core to provoke conflicts among Mega Men and destabilize regions. Prometheus acts as a relentless tactician, compelling adversaries into combat to advance their agenda, while Pandora employs illusory and deceptive tactics, earning her a fearsome as a witch-like figure among Hunters. Their motivations stem from loyalty to Model W's corrupting influence, positioning them as direct enforcers against the protagonists' efforts to preserve balance. Rival Mega Men include (Model H), Atlas (Model F), (Model L), and Siarnaq (Model P), who participate in the Game of Destiny under Albert's influence.

Pseudoroids

Pseudoroids are the biomechanical boss enemies central to Mega Man ZX Advent, serving as powerful Reploids infused with fragments of the antagonistic Biometal Model W, which grants them enhanced abilities and ties them thematically to the game's lore of corruption and destiny. These eight antagonists feature designs inspired by animal or mythical motifs, reflecting a blend of organic and mechanical elements that emphasize their role as guardians corrupted by Model W's influence. Each Pseudoroid possesses an elemental attribute (or none), a specific weakness exploitable in combat, and a unique set of abilities suited to their theme, such as rapid strikes or environmental manipulation. Upon defeat, players absorb their core data, enabling transformation into the Pseudoroid's form for combat use, including specialized weapons like charged shots that replicate the enemy's elemental power— for instance, Buckfire's form provides a fire-based Charge Shot called Flame Fang. Their designs and powers underscore the narrative's exploration of biometal corruption, positioning them as non-sentient pawns in Model W's scheme. The following table summarizes the eight main Pseudoroids, their motifs, attributes, weaknesses, and key absorbed form abilities, drawn from official game documentation and verified strategies.
NameMotifElementWeaknessAbsorbed Form Key Ability
Buckfire the GaxelleroidGazelleFireIceFlame Fang (fire dash and shot)
Chronoforce the XiphosuroidHorseshoe CrabIceFireFrost Tower (ice spike generation)
Rospark the FloroidFlower/PlantThunderIceSpark Rose (electric vine whip)
Vulturon the CondoroidCondor/BirdNoneThunderWing Breaker (sound wave projection)
Hurricares the AeropoidWhale/AirshipWindThunderTyphoon (wind blast and flight boost)
Hedgeshock the ErinaceroidHedgehogThunderWindHedgehog Dash (thunder spin attack)
Tretista the ArachnoroidSpider/InsectNoneFireWeb Trap (poison web snare)
Argoyle & Ugoyle the ShisaroidsShisa (mythical lions)NoneWindTail Strike (defensive counter)

Story

Mega Man ZX Advent features dual protagonists whose narratives run parallel before converging in a shared conflict against the malevolent Biometal Model W. The story of , a young Reploid with , begins amid the explosion of a mysterious where he was held in cryogenic ; rescued by Hunter , Grey joins the and soon discovers the fragment of Biometal Model A, enabling him to Mega Merge into a powerful form to combat emerging threats. Meanwhile, Ashe, a fierce female Raider and Hunter's Guild operative, pursues her kidnapped partner after an ambush by Raiders led by the antagonistic and aboard a hijacked , during which she acquires her own fragment of Model A following a fierce encounter with the Pseudoroid Prometheus. As both heroes navigate a world gripped by Maverick outbreaks and a "Tech Rush" for ancient technologies, their paths lead them to confront various Pseudoroids—biomechanical bosses like Buckfire the Gaxelleroid and Hedgeshock the Erinaceroid—who serve as guardians of Model W fragments and enforcers of chaos. The central escalates through the "Game of Destiny," a covert tournament orchestrated by the enigmatic Master Albert of the Sage Trinity to identify the ultimate capable of wielding Model W's full power, drawing and Ashe into battles across diverse locales from frozen tundras to volcanic depths against the four rival Mega Men: (Model H), Atlas (Model F), (Model L), and Siarnaq (Model P), who are corrupted by Model W's influence. Revelations unfold as the protagonists collect Model W shards, uncovering its origins as a destructive entity born from the remnants of the ancient Ragnarok fortress, a cataclysmic weapon from a prior era that embodies endless war and feeds on to grow stronger. Guided by allies like the Sages Mikhail and Thomas, the heroes dismantle the operations of Albert's forces, while piecing together Model A's cipher data that exposes the broader conspiracy. Major plot twists emerge in the game's latter stages, revealing Master as the original architect of the [Mega Man](/page/Mega Man) legacy and the true mastermind behind Model W's proliferation; having manipulated events for centuries, Albert betrays his fellow Sages and activates , a colossal constructed from fused Model W fragments, to trigger a global reset and remake the world in his image as its supreme ruler. Aided briefly by the rogue agents and —who turn out to be Albert's engineered pawns—the protagonists storm Ouroboros, battling revived Pseudoroids and Albert's dual forms in a climactic showdown that shatters the structure and thwarts the apocalypse. The narrative concludes with variations based on difficulty: a standard resolution where Albert is defeated but Model W's influence lingers, an extended scene on Hard Mode emphasizing a more definitive victory and solidified peace between humans and Reploids, and a secret true ending unlocked by completing Expert Mode and then Normal Mode as both protagonists, which provides additional lore on the ZX universe's origins and post-credits hints at future perils involving figures like Vent and Aile from the prior game.

Development

Conception

Mega Man ZX Advent was conceived as a direct sequel to , aiming to build upon its predecessor's successful fusion of action-platforming with RPG-like elements such as exploration and character customization through the Biometal system. The development team at sought to expand the narrative scope by introducing dual protagonists, Grey and Ashe, to provide players with distinct story perspectives and increase replayability, while maintaining continuity with the established world 200 years after the series. This approach was motivated by the desire to refresh the series for both returning fans and newcomers, avoiding a simple numbered sequel like "ZX 2" and instead creating a standalone yet connected experience. The game's story reincorporated elements from the broader Mega Man lore, such as Ragnarok from Mega Man Zero 4 and Model W, along with a hint at potential links to the Mega Man Legends series through concepts of a human and Reploid data project. Early planning began shortly after Mega Man ZX's 2006 release, with Inti Creates proposing to Capcom a Nintendo DS-exclusive title that emphasized enhanced exploration in larger, more interconnected areas and deeper customization options via the new "Trans-On" system for boss transformations. Producer Takuya Aizu specifically advocated for new protagonists to inject freshness, leading scenario writer and character designer Makoto Yabe to develop initial concepts for Grey and Ashe in 2007 developer reports. Grey was envisioned as a silver-haired Reploid with an "unleashed lost puppy" demeanor, shorter in stature for a vulnerable yet determined appearance, while Ashe was crafted as a human Hunter resembling a "hunting ocelot" with a ponytail and bold, voluminous attire to convey strength and agility. These designs were shared in official Capcom blog updates to build anticipation, highlighting the team's focus on contrasting personalities to broaden the story's emotional range.

Production

Inti Creates served as the primary developer for Mega Man ZX Advent, with Capcom acting as publisher; this project represented the studio's last major involvement in the core Mega Man series before pivoting to original titles like the Azure Striker Gunvolt franchise. Key team members included director and planner Ryota Ito, who oversaw his sixth Rockman title; scenario writer and character designer Makoto Yabe, previously involved in the Zero and Battle Network series; chief character designer Gyosei Tamura; background designer Hidenori Katsuki; main programmer Tetsuhiro Shishido, responsible for boss mechanics; and sound producer Ippo Yamada, who coordinated a nine-person audio team. These roles were highlighted in developer interviews published on the game's official Capcom blog in 2007. The production followed a compressed timeline of under 1.5 years, beginning shortly after 's Japanese release on July 6, 2006, and concluding with ZX Advent's launch on July 12, 2007. This brevity constrained elements like background details and , as noted by Katsuki, while the dual-campaign structure for protagonists and Ashe was implemented to enable independent playthroughs without relying on the prior game's characters, per Yabe's insights from the official blog. Technical development leveraged the Nintendo DS's dual screens for rapid form-switching via touch-screen taps, allowing players to alternate Biometal transformations mid-action without interrupting flow. The team employed sprite-based graphics with emphasis on fluid animations to convey character personalities and boss dynamics, under Tamura's direction. Shishido balanced difficulty across , Hard, and modes by refining stage layouts and enemy patterns for clarity and replay value, ensuring challenges remained engaging without overwhelming newcomers. Among the hurdles, Shishido grappled with DS hardware limitations, particularly optimizing storage for full-motion videos and , which strained capacity. Yamada's sound team faced amplified workload from recording "Trans-On" transformation calls for multiple characters, a labor-intensive process to integrate seamlessly with the form system. Leftover debug rooms, accessible only via codes, along with unused sprites for characters and Biometals, persist in the , while regional variants include altered title screens, muted voices in European releases, and text adjustments between Japanese and international editions.

Gameplay

Core mechanics

Mega Man ZX Advent employs a control scheme optimized for the , utilizing the for left and right movement, the B button for , and the L button for dashing to evade attacks or traverse gaps. Wall-jumping is executed by pressing the jump button while airborne against a wall, enabling to scale vertical surfaces and reach elevated platforms. The Y button fires the main ranged attack (Buster shots for or reflecting shots for Ashe), while the R button performs the sub attack, such as the Homing Shot in Model A form, with the touch screen reserved for menu navigation and map interaction. The combat system centers on a dual-layer offense, allowing players to alternate between unlimited ranged Buster shots for distant foes and precise Saber attacks for nearby enemies, promoting dynamic positioning during encounters. Charged attacks are initiated by holding the Y or , delivering enhanced Buster blasts or Saber strikes that provide greater damage output, though certain advanced charges may incur energy costs from the player's resources. Defeated enemies drop Life Energy orbs to restore health and E-Crystals to replenish energy for special abilities. A post-game boss rush mode, known as Survival Road, challenges players to refight all bosses in sequence without interruptions. Gameplay progression includes four difficulty modes: Beginner (easy), Normal (default), Hard, and Expert, with the latter two unlocked upon completing the game on Normal. Higher difficulties elevate enemy health, attack power, and overall aggression, while restricting recovery items like Sub Tanks and Life Ups to increase challenge. The game supports separate files for the two campaigns—Grey's and Ashe's—enabling independent playthroughs with distinct starting points and narratives but shared core mechanics.

Transformation system

In Mega Man ZX Advent, the transformation system revolves around Biometal Model A, which players acquire early in the game as the foundational tool for both A-Trans and Mega Merging mechanics. Model A enables A-Trans by allowing players to scan defeated enemies and Pseudoroids, unlocking 8 temporary forms that mimic the scanned targets' appearances and core abilities, such as the flying capabilities of Vulturon or the burrowing attacks of Bifrost. These forms are accessed during Mega Merging with Model A and provide adaptive powers for short durations, emphasizing enemy-like mobility and attacks over the base human or Reploid form. Players also obtain the Biometal series—Models ZX, H, L, F, O, and P—through Mega Merging after defeating the associated Mega Men bosses, each granting fixed abilities tailored to elemental or combat styles, like Model H's electric air dash or Model P's shadow-based agility. Unlike A-Trans, these forms feature predefined weapons and attributes, such as Model F's heavy fire buster or Model O's dark energy blasts, without requiring further scanning. Energy management is central to all transformations, as the powers form maintenance and special moves; it depletes with prolonged use or powerful attacks like Giga Crush and recharges slowly through , necessitating strategic switching to avoid vulnerability. Customization enhances A-Trans versatility, particularly in Model A merges, where mix parts (Head for targeting, for defense, for weapons, Legs for mobility) from unlocked Pseudoroid scans to create over 100 unique combinations that modify weapons, attributes, and sub-abilities for personalized loadouts. The system's dual protagonists introduce nuanced differences: Grey's transformations favor balanced handling and precision, with three on-screen bullets in Model A for controlled fire, while Ashe's emphasize power and aggression, featuring two bullets with higher knockback but Reflect Laser for defensive bursts. Pseudoroid forms, as primary scan targets, expand these options with specialized traits like Queenbee's omnidirectional flight.

Exploration and progression

Mega Man ZX Advent employs a Metroidvania-style world design consisting of eight interconnected areas that players explore in a non-linear fashion, with the Hunter's Camp functioning as the primary hub base for navigation and mission acceptance. The game's Rough Map displays connections between visited areas, while the Detailed Map provides precise location tracking within each section, promoting strategic planning for traversal. Trans Servers, scattered across the world, serve as checkpoints for saving progress and enable via warp points once activated, reducing travel time between distant locations. Progression through the world is gated by key abilities, such as the Double Jump acquired from specific forms, which unlock previously inaccessible paths and encourage to reveal hidden secrets and resources. The core mission system structures into 10 chapters per , each presenting primary objectives that drive advancement while integrating environmental challenges and enemy encounters. Completing missions involves filing reports at Trans Servers, which not only propels the but also rewards players with essential items and access to new regions. is a key element, as newly gained capabilities allow revisitation of earlier areas for optional collectibles and expanded exploration. Complementing the main missions are mini-games, such as Hunter VG battles—a virtual card-based combat system accessible via the Hunter VG device—that offer strategic diversions and opportunities to earn rare materials. Item collection throughout the world, including Life Ups and Biometal Upgrades, directly contributes to character enhancements like increased health and energy gauges, further incentivizing thorough navigation. Additional progression comes through Sub-Quests, optional side objectives issued by NPCs that provide extra content, rare items, and deeper without altering the main path. Upon completing a , unlockable modes such as Model Collection—allowing freeform use of acquired forms—and Speedrun challenges extend replayability by focusing on efficient traversal and optimization. The campaigns of protagonists and Ashe are designed to intertwine, with structures that reveal complementary story elements; playing both yields the complete , as events in one influence interpretations in the other.

Soundtrack

Composition

The soundtrack for Mega Man ZX Advent was composed by , , , , and , who were affiliated with the Sound Team and . served as the lead and , overseeing contributions that spanned stage themes, boss battles, and overarching motifs, while the team collectively produced 33 tracks for the game's audio. The music adopts a and electronic style, blending refreshing electronic elements with influences to create an energetic suited to the action-platforming gameplay. This approach draws inspiration from anime soundtracks like , emphasizing situational variations such as intense, driving rhythms for boss encounters and more atmospheric layers for exploration areas. Key tracks remix motifs from the Mega Man Zero and series. Area-specific moods are tailored to environments, with industrial, pulsating beats underscoring the Oil Field stage to evoke mechanical tension. Production was shaped by the Nintendo DS hardware constraints, which limited polyphony and sample quality, prompting the composers to integrate chiptune-like elements for a distinctive retro-electronic texture while maximizing dynamic layering. This represented an evolution from the Mega Man ZX soundtrack, incorporating stronger electronic depth and varied BGM transitions to enhance immersion without overwhelming the portable system's capabilities. Arranged versions, such as those on the ZXA Tunes album, later added vocal elements to select tracks, expanding the thematic scope in supplementary releases.

Commercial releases

The primary commercial release for the Mega Man ZX Advent soundtrack is ZXA Tunes, a two-disc CD set published by on August 30, 2007, featuring 37 remastered tracks, including vocal arrangements and dedicated discs for the protagonists Ashe and . This compiles core game music with enhanced audio quality, spanning energetic opening themes to intense battle cues, and was priced at 3,200 JPY upon launch. An additional release, Rockman ZX Soundsketch "ZX Gigamix", arrived as a single CD on April 30, 2008, also from Inti Creates, containing 20 tracks that blend remixes from Mega Man ZX and ZX Advent with drama segments featuring voice acting by a cast including Sanae Kobayashi and Ryo Hirohashi. These audio dramas provide narrative extensions to the series' events, priced at 3,000 JPY. The soundtrack saw further availability through the Mega Man Zero/ZX SOUND BOX, a six-disc compilation released by Capcom on March 25, 2020, which includes uncompressed tracks from ZX Advent among over 200 selections from the Zero and ZX series, sold for 8,800 JPY in Japan. Concurrently, a standalone digital remaster of the Mega Man ZX Advent Original Soundtrack—with 33 tracks—was issued on Steam on March 25, 2020, offering high-quality audio formats like FLAC and MP3 for 9.99 USD. The soundtrack is also available on streaming platforms such as Spotify. Notable tracks across these releases highlight the score's dynamic style, such as the introductory "Title Catch," the looping menu theme "En-trance Code," and boss themes like "Slam Down." The overall discography encompasses original physical CDs, narrative-enhanced drama products, digital platforms, and bundled collections, reflecting the music's enduring accessibility.

Release

Regional releases

Mega Man ZX Advent was developed exclusively for the , leveraging its dual-screen setup to enhance gameplay elements such as map displays and interactive menus. The game launched in on July 12, 2007, under the title Rockman ZX Advent. It was released in on October 23, 2007. The European release followed on February 29, 2008, with receiving it on March 5, 2008. Regional versions feature primarily linguistic adaptations, including voice acting in the original release and a full English voice cast in the North American localization, alongside translated dialogue without significant content alterations. The title screen also varies, displaying Rockman ZX Advent in and Mega Man ZX Advent elsewhere.

Sales figures

Mega Man ZX Advent debuted with 21,379 units sold in during its first week, placing it tenth on the Media Create sales chart. By the end of 2007, cumulative sales in the region reached 63,977 units according to figures. Worldwide, is estimated to have sold between 280,000 and 310,000 units lifetime, with VGChartz reporting 90,000 units in and 220,000 in . These figures reflect challenges such as elevated expectations from the prior ZX installment and a crowded market at the time. Capcom has not disclosed official global lifetime totals, limiting data to regional breakdowns. The relatively modest performance fell short of Capcom's internal sales targets, which reportedly required around units in for sequel approval, ultimately contributing to the series entering a prolonged hiatus after this entry.

Reception

Critical reviews

Upon its release in 2007, Mega Man Advent garnered generally favorable for its innovative elements, particularly the transformation system that allows players to adopt forms with unique abilities for both and navigation. praised the depth of these transformations, noting how they encourage strategic switching during battles and exploration, while comparing the game's environmental design to a "handheld title" for its emphasis on discovery and platforming challenges. Similarly, highlighted the strategic use of forms, such as wall-jumping or underwater traversal, as a key strength that opens up the branching 2D world and boosts replayability through experimentation with different abilities and paths. Critics also identified several shortcomings, including a punishing difficulty and structural issues that hindered pacing. described the challenge as walking a "thin line between challenging and infuriatingly difficult," particularly citing boss fights that demand pattern memorization over and excessive due to the inability to or exit levels mid-progression, often forcing full restarts upon failure. 1UP.com assigned a B grade, critiquing the repetitive mission structure and the separation of the dual campaigns for protagonists and Ashe, which limits cohesion and player engagement across playthroughs. Across reviews, common praises centered on ' vibrant aesthetics, which enhance the detailed environments, and the diverse boss variety that introduces creative encounters tied to the transformation mechanics. Conversely, shared frustrations involved for sustaining forms and attacks, often requiring careful without sufficient recovery options early on, alongside the total playtime of approximately 10-12 hours for both campaigns (5-6 hours each for the main story), which some felt was undermined by repetitive traversal rather than substantial content.

Aggregate scores

Mega Man ZX Advent garnered aggregate scores indicating generally favorable reception from critics. On , the game holds a score of 78/100, compiled from 27 critic reviews, with 78% of reviews rated positive (21 out of 27), 22% mixed (6 out of 27), and 0% negative. The user score on the same site is 8.0/10, based on 70 ratings, reflecting 80% positive (56 ratings), 9% mixed (6 ratings), and 11% negative (8 ratings). Individual critic scores typically ranged from the mid-70s, where reviewers noted frustrations with the game's challenging mechanics, to the high-80s, commending elements like the story and visuals. The title did not receive any major industry awards.

Legacy

Re-releases and ports

In 2020, Capcom released the Mega Man Zero/ZX Legacy Collection, a compilation that includes Mega Man ZX Advent alongside Mega Man Zero (2002), Mega Man Zero 2 (2003), Mega Man Zero 3 (2004), Mega Man Zero 4 (2005), and Mega Man ZX (2006). The collection launched on February 25 for Nintendo Switch, PlayStation 4, Xbox One, and Windows via Steam. It features emulated versions of the original Nintendo DS and Game Boy Advance titles, adapted for modern hardware with customizable screen layouts to simulate dual-screen functionality on single displays. The compilation introduces several enhancements to improve accessibility and replayability. Players can apply screen filters, including high-definition options, to upscale visuals from the originals. Additional modes include Casual Scenario, which reduces damage and adds checkpoints; Save-Assist for frequent quick saves; and the new Z mode, a competitive time-attack challenge system with online leaderboards. A mode showcases over 670 pieces of , character designs, and sketches from the Zero and ZX series, while a music player allows listening to the soundtracks. No dedicated museum section with developer notes is included, and the collection has no mobile ports. Both digital and physical editions of the collection were made available across its platforms, significantly increasing accessibility for Mega Man ZX Advent compared to its original 2007 Nintendo DS release. The Japanese physical cartridge for the standalone DS version has become scarce and collectible due to limited production and age.

Cultural impact

Mega Man ZX Advent integrates key elements from the earlier Mega Man X and Zero series through its Biometal system, where players absorb powers from digital copies of legendary heroes such as X (Model X) and Zero (Model Z), effectively bridging the narrative gap between the post-apocalyptic Elf Wars era and a distant future of human-Reploid fusion. This connection emphasizes themes of legacy and technological inheritance, positioning the ZX duology as a pivotal link in the franchise's overarching chronology. The game has cultivated a cult following among fans for its intricate lore exploring Reploid origins and moral ambiguities, as well as its robust customization mechanics allowing for diverse Biometal combinations and form-switching during combat. Retrospective analyses highlight ZX Advent as a high point in Inti Creates' work on the franchise, praising its refined storytelling and boss designs that build on the Zero series' intensity while expanding world-building. Modding communities have further sustained engagement, with fan-created content like music replacements and character ports appearing in later Mega Man titles' offline modes. ZX Advent's blend of linear progression with expansive exploration influenced discussions on elements in Mega Man games, showcasing how the series could adapt nonlinear level design and ability-gated advancement on handheld platforms. Despite global sales of approximately 330,000 units, which contributed to the ZX series' hiatus after its 2007 release and the cancellation of a planned third installment, the 2020 Mega Man Zero/ZX Legacy Collection has revitalized interest by remastering the title alongside its predecessors for modern audiences. In September 2025, Laced Records announced Mega Man Zero/ZX: The Collection, a 5-LP box set featuring 84 remastered tracks from the Zero and ZX games, scheduled for release in February 2026, further underscoring the enduring legacy of the series.

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