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''Blaster Master Zero'' is the 2017 reboot/remake of the ''VideoGame/BlasterMaster'' series, based on the NES original. Having obtained the license from Creator/{{Sunsoft}}, ''Zero'' was developed by Creator/IntiCreates for the UsefulNotes/Nintendo3DS and UsefulNotes/NintendoSwitch and released on March 9th, 2017. A version for PC was released on June 14th, 2019 on Steam. A UsefulNotes/PlayStation4 version was released on June 29, 2020. Versions for the UsefulNotes/XboxOne and the UsefulNotes/XboxSeriesXAndS was released on July 1, 2021.

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''Blaster Master Zero'' is the 2017 reboot/remake of the ''VideoGame/BlasterMaster'' series, based on the NES original. Having obtained the license from Creator/{{Sunsoft}}, ''Zero'' was developed by Creator/IntiCreates for the UsefulNotes/Nintendo3DS Platform/Nintendo3DS and UsefulNotes/NintendoSwitch Platform/NintendoSwitch and released on March 9th, 2017. A version for PC was released on June 14th, 2019 on Steam. A UsefulNotes/PlayStation4 Platform/PlayStation4 version was released on June 29, 2020. Versions for the UsefulNotes/XboxOne Platform/XboxOne and the UsefulNotes/XboxSeriesXAndS Platform/XboxSeriesXAndS was released on July 1, 2021.



*** For the new Boss Rush mode, at least on UsefulNotes/NintendoSwitch, you can play it co-operatively, completely negating ThatOneBoss status, since you can use any character you have purchased.

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*** For the new Boss Rush mode, at least on UsefulNotes/NintendoSwitch, Platform/NintendoSwitch, you can play it co-operatively, completely negating ThatOneBoss status, since you can use any character you have purchased.

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* AwesomeButImpractical: The Acceleration Blast. It's a powerful WaveMotionGun capable of even taking down bosses in one shot, but it requires all of SOPHIA III's weapon energy, takes a long time to charge, and getting hit will interrupt the charge. Even Eve lampshades how powerful and difficult to use this thing is.

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* AwesomeButImpractical: AwesomeButImpractical:
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The Acceleration Blast. It's a powerful WaveMotionGun capable of even taking down bosses in one shot, but it requires all of SOPHIA III's weapon energy, takes a long time to charge, and getting hit will interrupt the charge. Even Eve lampshades how powerful and difficult to use this thing is.


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** The [[spoiler:SOPHIA Zero]] replaces the default beam with instantaneous, powered-up charged shots. Having a weapon that consumes SP equipped is great fun, but will drain your battery in ''seconds''. Sticking to the Laser Shot most of the time is recommended. [[spoiler:It's also very impractical in story: while by far the most powerful Metal Attacker built up to that point, it is ''not'' built to last or safely handle its massive power output. By the time of ''VideoGame/BlasterMasterZero2'', the Zero is already broken and almost completely unsalvageable.]]
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* EarlyInstallmentWeirdness: The first ''Zero'' game is the most committed to being an enhanced remake of the original ''VideoGame/BlasterMaster'', while ''2'' and ''3'' were free to do their own thing. As a result, the game can feel somewhat separate from its successors. Several mechanics that are core to both sequels (most notably the Gaia System and Blast Counter) are absent from the first game, and the setting is strictly confined to Earth's underground whereas future games heavily revolve around space exploration.
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** It would be very weird for a vast ecosystem to just be underneath the Earth's surface. The game's introduction reveals that the surface was rendered inhabitable for a while after incessant wars, forcing the survivors to relocate beneath the surface and construct artificial biospheres to replicate those on the surface. When the surface became habitable again the humans moved back and left all of it behind, which is why they're still there and in working order when Jason finds the SOPHIA III.

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** It would be very weird for a vast ecosystem to just be underneath the Earth's surface. The game's introduction reveals that the surface was rendered inhabitable uninhabitable for a while after incessant wars, forcing the survivors to relocate beneath the surface and construct artificial biospheres to replicate those on the surface. When the surface became habitable again the humans moved back and left all of it behind, which is why they're still there and in working order when Jason finds the SOPHIA III.

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* {{Foreshadowing}}: The final boss of Area 4 looks a lot like [[spoiler:Fred, a trait that's noted by the characters. This is after the mutants have had time to examine Fred in Area 6. It's also later revealed that Fred is a drone, and that the mutants consider the SOPHIA III such a huge threat because it reminds them of an enemy fighter they fought back on Eve's planet. Finally, at around Area 4, you start running into mooks who fight like Jason, using a blaster and using their mobility to dodge around and pressure you. What is this all leading up to? The TrueFinalBoss, which is a reverse-engineered SOPHIA III; the mutants have been able to corrupt or replicated all your other friends and weapons so far, why can't they corrupt SOPHIA III when it's in their core?]]

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* {{Foreshadowing}}: {{Foreshadowing}}:
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The final boss of Area 4 looks a lot like [[spoiler:Fred, a trait that's noted by the characters. This is after the mutants have had time to examine Fred in Area 6. It's also later revealed that Fred is a drone, and that the mutants consider the SOPHIA III such a huge threat because it reminds them of an enemy fighter they fought back on Eve's planet. Finally, at around Area 4, you start running into mooks who fight like Jason, using a blaster and using their mobility to dodge around and pressure you. What is this all leading up to? The TrueFinalBoss, which is a reverse-engineered SOPHIA III; the mutants have been able to corrupt or replicated all your other friends and weapons so far, why can't they corrupt SOPHIA III when it's in their core?]] core?]]
** Even farther forward; [[spoiler:the reason why Area 9 is so trippy and weird compared to the rest of the game, and why the Mutants there are so much more powerful than on Earth? It's superdimensional space, an AlternateDimension existing in parallel with reality that the mutants hail from.]]
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* EpisodeZeroTheBeginning: ''Zero'' is a remake of the NES game.

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* EpisodeZeroTheBeginning: ''Zero'' Played with. ''Blaster Master Zero'' is a remake of the NES game.first ''Blaster Master'' [[spoiler:but is a StealthSequel to ''Metafight'']].
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* NothingIsScarier: Just before the fight with the TrueFinalBoss, Jason has to proceed down a corridor with absolutely no enemies, but with a massive amount of stationary environmental hazards that force you to take a long, winding path to get down it... and weirdly, the amount of hazards goes ''down'' as you progress, along with the path getting straighter. Then you reach the end of the corridor... and promptly run into [[spoiler:Invem Sophia]], who begins to chase you, coupled with your personal [[OhCrap "Oh, crap!"]] moment as you promptly realize why most of the hazards were at the ''start'' of the corridor.
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* {{Backtracking}}: Downplayed. Despite superficial similarities to a MetroidVania, the game is liner by design. It's only required to retread old ground twice, and both times the game heavily hints at exactly where you need to go. Even going for HundredPercentCompletion, there's only a single item that can't be obtained your first time through an area, and it's situated right on a [[DoorToBefore return path]] you'll be using during the first backtrack.
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[[caption-width-right:300: The heartwarming tale of {{a boy and his|X}} [[TankGoodness tank.]]\\

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[[caption-width-right:300: The heartwarming tale of {{a boy and his|X}} [[TankGoodness tank.]]\\tank]].\\
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* DrawAggro: The Turret sub-weapon in ''Zero'' also serves this purpose. Dropping one causes enemies to ignore Jason and go straight for the Turret instead. This even applies to bosses.
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* AdaptationExplanation: While the game is only loosely based on the original ''Blaster Master'' plot-wise and isn't in the same continuity as it, the game goes out of its way to cover up a few plot holes that the original ExcusePlot left behind during its localization from ''Metafight''.

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* AdaptationExplanation: AdaptationalExplanation: While the game is only loosely based on the original ''Blaster Master'' plot-wise and isn't in the same continuity as it, the game goes out of its way to cover up a few plot holes that the original ExcusePlot left behind during its localization from ''Metafight''.
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* AdaptationExplanation: While the game is only loosely based on the original ''Blaster Master'' plot-wise and isn't in the same continuity as it, the game goes out of its way to cover up a few plot holes that the original ExcusePlot left behind during its localization from ''Metafight''.
** It would be very weird for a vast ecosystem to just be underneath the Earth's surface. The game's introduction reveals that the surface was rendered inhabitable for a while after incessant wars, forcing the survivors to relocate beneath the surface and construct artificial biospheres to replicate those on the surface. When the surface became habitable again the humans moved back and left all of it behind, which is why they're still there and in working order when Jason finds the SOPHIA III.
** The SOPHIA III is named as such because [[spoiler:it is named after the planet it originates from]].
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Per TRS, this was merged into Unintentionally Unwinnable.


** As of Version 1.2, exiting specific dungeons will cause the SOPHIA III to automatically respawn at the dungeon entrance. This is to ensure the player does not accidentally run into a UnwinnableByMistake scenario in which the player left the SOPHIA III behind (or inside) a block that requires the Crusher upgrade to break, only to find out that they inadvertently trapped themselves when the blocks respawn.

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** As of Version 1.2, exiting specific dungeons will cause the SOPHIA III to automatically respawn at the dungeon entrance. This is to ensure the player does not accidentally run into a UnwinnableByMistake an UnintentionallyUnwinnable scenario in which the player left the SOPHIA III behind (or inside) a block that requires the Crusher upgrade to break, only to find out that they inadvertently trapped themselves when the blocks respawn.



* UnwinnableByMistake: It was possible to destroy blocks with the SOPHIA III, then walk through the passage and enter a dungeon while leaving the SOPHIA III behind; upon leaving the dungeon, the SOPHIA III would be trapped behind or inside of the blocks, and Jason has no way of accessing the SOPHIA due to the game autosaving whenever you leave a dungeon. This is especially apparent with a certain dungeon in Area 7, where it is all too easy to make this mistake if you forget that the blocks respawn when you leave the dungeon. The Version 1.2 update fixed this by automatically moving the SOPHIA III to the dungeon entrance after you leave specific dungeons.

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* UnwinnableByMistake: UnintentionallyUnwinnable: It was possible to destroy blocks with the SOPHIA III, then walk through the passage and enter a dungeon while leaving the SOPHIA III behind; upon leaving the dungeon, the SOPHIA III would be trapped behind or inside of the blocks, and Jason has no way of accessing the SOPHIA due to the game autosaving whenever you leave a dungeon. This is especially apparent with a certain dungeon in Area 7, where it is all too easy to make this mistake if you forget that the blocks respawn when you leave the dungeon. The Version 1.2 update fixed this by automatically moving the SOPHIA III to the dungeon entrance after you leave specific dungeons.
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* ThisIsGonnaSuck: Jason says this ''word for word'' at the beginning of Area 5 when he sees the massive sea he'll have to traverse with his clunky, terrestrial tank.

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