MEGA MAN ZERO 4

Introduction

Ah, MMZ4, arguably the reason I gave a shot to the MMX and MMZ games, considering how I first played it as a kid from my brother's copy of it...which unfortunately was a fake cart that never saved. But that gave me more reasons to visit those years ago...and then a few months ago revisiting them once more.

I definitely have a soft spot for Zero 4's streamlined stages, the songs are cool, and some of the stuff you can find in parts or elfs lets you be way stronger (or durable). It is definitely the softest of all 4 games by design (level layouts, elf system, parts), which would make for a VERY ironic starting point because its marks the end of the Zero series, meanwhile Zero 1 would be the proper start and yet is the roughest for newcomers (save system, unskippable scenes, no upgrades without cyber-elves).

The biggest knock I'd give Z4 is that the Z-Knuckle is highly situational outside of challenge runs, as there's few spots where it is worth picking up a weapon with it or is mandatory to use for a collectible. But that aside, it's rad.

Running for S-Ranks

The part where I go into detail about how going for S-Ranks in this game was like. I ended up first trying for a S-Rank only run WITHOUT PARTS AND ELF EFFECTS (theoretically did allow myself sub-tanks...but they only got used in the final boss since anywhere else taking too much damage would kill my S-Rank anyways lol) as my first on the latest revisit (March 2026), although that unfortunately ended in a 95 point average (thus an A-Rank). I didn't upload the three stages after Ragnarok Control (Craft rematch) yet since I kept taking dumb hits on those back then, but I DO have a video of every other stage I got through in that run.

Watch Video (Intro to Ragnarok Control S-Rank)

I did a second run where I grinded for a trillion crystals to get a Max Level elf, activate Animal Lv7 for double defense (this DOES reduce points deducted by damage too in the rank screen) and got lucky (or look them up) to have the material for parts like Double Jump and Quick Charge for extra advantage. And for the record, I played with RetroAchievements in Hardcore...so absolutely no savestates used to get through anything - at most I had the fast forward key to run back to a stage as quickly as possible (which kind of helped with Ragnarok Control's stage having an UNSKIPPABLE BUNCH OF DIALOGUE before entering it).

As the stuff I wrote per stage was from when I did the S-Rank attempts without parts/elf effects though, those will be thoughts from that perspective - there's quite a few levels that are much easier with Lv7 defense + double jump parts (whether due to damage boosting or to skip certain platforming moments).

Also, I always play with the Type B controls (two buttons for two weapons), so I'd always have two weapons available at once. That is why I'll be referring at times to charging two weapons at the same time.

Zero 4 already gives you the EX Skills for beating stages in hard weather, so S-Ranks aren't needed unless you want to unlock a minigame by getting an Overall S-Rank...but unlike the previous three games where I was barely scraping through some stages, here I was compelled to fight my way for S-Ranks in every stage possible. Besides the final stage with the boss rush, but at least that doesn't strictly count towards the overall (if you have 97 average and it drops to 96 due to point loss, the game still counts the game as cleared with an S-Rank even if the stage points are nowhere near 96)

INTRO STAGES

Easy as peasy to complete the first one with S-Rank, if you trip up on this one, it is either your first time playing Zero 4 or the Zero games at all. That and the boss does have a few beginner traps [specifically the huge beam that can be low profiled if you dash...if you knew the dash can actually do that], but otherwise it is an intro stage like any other, so of course its easy.

The second intro stage has some more platforming, but as long as you only take a few hits at most, you can reach the giant boss that can be dealt with as long as you keep your distance when needed. Cover below a platform if it uses missiles, use charged slashes, and swap to charged buster shots from a distance if it uses the fists or green beams. If you only got hit a few times in the way to the boss and beat it without taking damage, it should be guaranteed.

NOBLE MANDRAGO

Arguably the second easiest [as this one might require luck for a quick fight] of the eight Einjerhar bosses to S-Rank, but the stage itself is quite easy otherwise. The fall with spike walls can be done quickly by freefalling the right way, the flower enemies can be dispatched with a single full charged buster shot, the vines can be Z-Knuckle'd quickly, and Mandrago's not a super complex boss despite everything - the most threatening attack being the big spin and tendency to heal after some attacks. If you get lucky and she spams her digging attack a lot, that will give you A LOT of chances to attack without her healing back.

FENRIR LUNAEDGE

Gotta bait the enemies hiding in the snow at the top, but that aside, you just lower the elevator once, move to the left then raise it again to fall down faster, deal with the enemies, use the saber for the miniboss [while holding on to a charged buster to destroy all the gears the moment they all line up on the floor], run through the barren areas [beware the metools at most], and you'll get to the boss. Lunaedge isn't a super trivial boss, so you have to stay sharp, but as long as you got through the stage quickly and fairly unscathed, you'll be able to take some hits from him and still get the S-Rank if you win.

HEAT GENBLEM

Personified knowldge checks in the stage, miniboss and boss design - the first section can be get through quickly without much practice, but the miniboss requires some good reactions to handle it [triple saber up close when it finishes an attack for fast damage, escape the fire pillar when it uses it, stick to the other wise when it uses the laser tail shots, and hit it with a buster shot if it does the lunge at you before it gets to you on the other side of the screen].

The second section is tricky until you learn the places where you can skip ahead a fair bit until the need to get into a safe spot from the beam, and then Genblem is all about reacting to what he'll do if he charged a fire attack [jump if it's one low fireball, dash under if it's two fireballs and one goes upwards], attack with the buster if it does the flame wave, and book it if he does the spinning, which every two times leads into the spinning laser...that also grants you a chance to hit him [charged slash the hole in his shell] while you dodge - you can wall climb with two jumps and then dash jump off the wall, with the proper timing you'll be safe AND have the chance to strike his weak spot].

PEGASOLTA ECLAIR

Being careful to avoid unecessary hits from anything that isn't the stupid triple star enemy AND to not miss the one generator on a high platform above the rising platforms [I realized that looked too suspicious to not have one hiding, and turns out there was one there] are the key of this level. The triple star enemies are only consistently dispatchable if you ready a shot and get lucky you hit them with it [or the saber charged slash, but there you risk to run into its hitbox or the stars anyways].

The dragon miniboss is much easier in this stage than Genblem's because the elemental attack are sparks that will never reach you if you're up close, but you'll want to actually switch between saber combo and pulling back in case it does the lunge or the tail shots. You should be safe from it if you are at a distance, and if it uses the spark attack, you just get up close to saber it.

Pegasolta himself can throw you off with charged attacks [either a spark wall that can only be dodge before it squishes you with a well timed dash that low profiles, or a big charge - both have different voice cues but you must be aware there's two in the first place], trying to joust you and even sometimes dodging your charged shots. His thunder swords [or whatever they are] will stay on the floor but are also the easiest to dodge, more so if he for some reason uses them repeatedly. That aside, charged slashes [more so when he stays airborne, so triple slash combo is out of question] are the best option as the hitbox will hit even if he tries to dodge upwards. Didn't try if the Flame Fang is effective against him though.

POPLA COCAPETRI

A stage where you have to be careful with the moving blocks and spikes, but with a "miniboss" that's easy to do and also has a very easy boss to beat [he stands still many times, easy target for triple slash]. If you want to do it no damage then of course it will be harder and have to factor some attacks, but if what you want is to just beat him up fast to wrap up the stage with a S-Rank, then going head first with triple slash combos until he dies will get it done quickly.

TECH KRAKEN

The first section will be annoying until you kind of learn the route with practice, afterwards its a matter of not getting hit by enemies along the way. There's ANOTHER dragon miniboss with a freeze attack you can only dodge being far away, as being up close will get you frozen AND get hit with the crystas it shoots right after. The rest is going up stairs with some enemies, and a few are inconveniently placed on the ledge rather than in the middle of the floor [plus airborne enemies], but if you can get through that, beating Tech Kraken is a matter of slamming him with the Flame Fang every time possible. Bonus if you get lucky for him to do more predictable attacks you can dodge and leave him open, instead of his teleport that makes him pop in and out of the screen with attacks.

MINO MAGNUS

The stage itself has a lot of tricky areas to approach if you haven't played it before, so it will take a good amount of practice to know each spot and to proceed through them without taking much damage. Mino Magnus himself is also cumbersome with one of his attacks shooting his limbs over most of the screen, a few moves where he pulls you in with gravity, and mostly the fact that his hurtbox is usually protected by his axe, needing to wait for him to do certain attacks [or jump dash under him to attack his back] just to hit him. You'll want to get here with the Ice Javelin from Tech Kraken to do more damage with each shot you get, but that aside, good luck.

SAVE THE RESISTANCE - CRAFT

The stage itself is basically a matter of memorizing the enemy placements to destroy them as soon as you're in range until you reach the camp, where you WILL have to pluck the water pump with the Z-Knuckle to put out the fires [if you don't, you will lose points], as well as entering the tents and trucks to rescue each human. It is also unfortunate that you have to choose between farming Moloid parts for specific chips or just keep going anyways if you don't get them from the ones you run into naturally to not tank the Clear Time.

At the end, Craft awaits and has a set of specific attacks which you'll have to deal with each time until defeated:

  • Most basic yet dangerous, his missile launcher will stick out a knife - if he dashes into you with it, the knife will pop out and chip away your health as long as you're still going into the wall. If you are at some distance and react in time, its easy to dodge and punish with triple saber.
  • His jumping bomb throw will split into six shrapnel if you don't destroy it before it falls to the floor, although if you do, make sure to not run into the explosion it leaves.
  • His kneeling grenades are easy to dodge at distance, but if he's in the middle, you'll have to destroy them mid-air for good measure. It's always three at set distances lobbed upwards, so there's always some time to react.
  • When he aims up and shoots a missile, that's THE easiest attack of his to attack and punish. The missile is homing but will always go a bit upwards before tracking you, and can be destroyed with a saber slash to then combo Craft for his stupidity.
  • When he silently locks his weapon with a laser scope, he'll do a big beam shot. If he's in the middle, you could jump over him, but if he's in the edge of the screen, your only chance is to hold dash at the right time to low profile - if you do it too early, you'll still get up and take a hit [which also happens if you let go of dash too early, so make sure to dash AWAY from Craft if you're too close to him].
  • Finally, when he's halfway in health, he'll do this jump to one of the edges and fly while firing the laser. However, if you hit him while he's already flying, you can knock him out of the attack.
RAGNAROK CONTROL - CRAFT REMATCH

This is going to be a VERY rough one. You basically have to learn the whole stage by hand, play it as smoothly as possible [avoid time losses, and taking hits] which can be tough when there's spike areas and occasional waiting for platforms to get to your reach, and if you do get all that done, you need to fight Craft again, but he gets a new special attack that turns the floor into deadly explosions through missiles.

But turns out you can destroy the missiles from that EX attack, so if you've been keeping your timing on point, you just need to slash the missiles that are about to close in on the edge of the screen where you are. Would have been nice to learn that when I was doing my part/elf-less run, but I guess I still got it done.

TELEPORTER BASE - RANDAM BANDAM

I could only get through this one fairly quick with practice because of a Z4 speedrun I saw that used a Gangagun's drill [the blue and purple drill thing] with the Z-Knuckle after coming back from the left path to drill down the bottom path with ease. The rest is just remembering where enemies are and not getting hit by them, then fighting the Randam Bandam itself, which is manageable with enough practice. And yes, if you've played Mega Man X before [or X5], it likely is a reference to the Rangda Bangda wall boss, as this one is ALSO a wall boss but being one hitbox [and that sometimes can move around] instead of three hitboxes [two eyes and nose]

TELEPORTER CONTROL - CYBALL

Fairly doable but you MUST remember where the enemies are to not trip up on them, as well as to not rush into the moving spark things early on. The boss itself is also pretty fair all things considered, although you need to keep in mind the way to dodge each phase [The pink beam can be dodged in the center with a well-timed dash, the four green orbs by standing and moving at the right spot [or going above the top platform I guess], the gooey orbs you just have to keep at bay with slashes, and the electric thing around the arena is harmless if you stay at the center].

RAGNAROK CORE

So...uhh...if you want to finish the game but are a mere mortal, you'll want to already have the two subtanks you can get for free and stocked up. The only way to complete the game with an S-Rank without ACTUALLY S-Ranking this mission is through the average. Even then, if you have two subtanks, you'll have to manage with those to do the boss rush AND both Weil forms without dying, because dying once will tank your rank further than it already would to lose the 20 points from damage. Use the Axeloid near the Weil fight if you feel like you need some extra easy damage. I think the only way you can still get the average S-Rank at the end even by losing the damage bonus is if you had an average of 97 points by the time you reach this stage, as losing those 20 points will likely tank you by ONE point...but if you have a 96 average, congrats, you made it!

Arranged Soundtracks and Remixes (to be added)

This should eventually be a section listing official arranges of MMZ4's soundtrack as well as remixes I thought to highlight- for those who want to enjoy the compositions without thinking of SomeCallMeJohnny's drunken guitar bit when hearing Straight Ahead on the GBA.

...As you can see, that isn't here yet, but if this category gets added to the sidebar, then it means the goodies will be here...and this message will be gone. See you until then :)