Contra Base
Chapter 1: Contra Base | ||||||||||||||||||||||||||||||||
30 lives code? Who needs that when I have infinite lives? | ||||||||||||||||||||||||||||||||
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Contra Base is the fourth/fifth level in Chapter 1 of Make a Good Mega Man Level: Episode Zero, and is unlocked simultaneously with Kingdom Crisis. Based heavily off of the NES game Contra, Zero stumbles across a military base within a rocky mountain, populated with numerous security robots, turrets, and electrical traps. However, the deepest parts of the base are more visceral, and filled with alien creatures, culminating in a battle with a giant heart and the statue Dethgerbis. Frequently, the path forward will be blocked off until he destroys all of the orb-like Shouds in the current area; something that the Z-Burst can do with relative ease.
Strategy[edit]
The stage begins with Zero encountering four enemies that recur throughout the stage; three of them are modified versions of Colton, Crystal Joe, and Pelicanu, while the fourth are Flying Capsules that will always drop large Bolts when destroyed. Shortly afterwards, Zero reaches a waterfall, and must scale it using Tomahawk Platforms and top-solid terrain while avoiding the aforementioned enemies, with Wall Cannons also appearing as a threat. At the top of the waterfall, there are more Pelicanus, Crystal Joes, and even a wide pit. After crossing said pit, Zero will find a structure on top of a boss door, guarded by Wall Cannons and a Colton, with a Shoud lying within. By destroying this Shoud, he can enter the base itself.
Inside, Zero is kept to a small space by a Thunder Trap, with Telly Xs and Gelguges attacking him from the other side. To proceed, he must destroy every Shoud onscreen to open a passage to the right, leading to the first checkpoint. A long corridor follows, with Thunder Traps on the top and bottom that will damage Zero if he jumps too high or falls to the bottom; to cross safely, he needs to shoot open Plantman Platforms. From here, Zero is faced with several rooms similar to the first, where he is trapped in a small area and needs to destroy every Shoud to progress. Because of its wide range and power, the Z-Burst is a valuable tool in these rooms, capable of clearing them very quickly. The Blank Drive with the Cutter Chip equipped can be a viable backup if the Z-Burst's energy rins out. A three-screen long drop precedes the third checkpoint, with a Bugger creeping around on the bottom out of harm's way. To progress, Zero must climb his way back up the drop via a winding chain of rooms before encountering two more Shoud rooms, the last of which contains a "maze" of Thunder Traps. If Zero has the health to spare, he can drop through the electricity, but a large Bolt can be obtained with careful movement.
Dropping to the bottom, Zero encounters an Eggron, before returning to the checkpoint screen, now in the Bugger's area. Down below, two Wadders will try to shoot at Zero as alien viscera replaces the metallic tiles of the base, before he comes to the fourth checkpoint. Another vertical climb follows, this time relying on shooting open Plantman Platforms while Wadders and Pelicanu attack Zero. Both the Z-Burst and Cutter Drive are very useful for destroying them and opening numerous platforms at once, as is the Z-Saber if used with the Cutter Chip. After the climb is a hallway filled with Wadders and Pelicanu that try to knock Zero into a pit, before he comes across the giant Gomeramos King. Though harmless by itself, it is protected by Wadders and Bugger-spawning Eggrons, which Zero has the option of destroying to make the battle easier. Upon defeating the giant heart, Zero can enter the boss door on the bottom, and is rewarded with large Health Energy and large Weapon Energy pickups. In the screen directly below, Dethgerbis awaits.
Z-Phone Dialogue[edit]
Trivia[edit]
- When originally submitted, the music changed throughout the stage to various tracks from the original Contra. In the final game, the only Contra tracks used are the Jungle theme for the stage, and the boss music for the battle against Dethgerbis.
- This is due to the music changing objects referring to the music in an older, improper directory ("Music/SilvernixSP_Contra_NES.nsf", instead of "Music/Episode_Zero/SilvernixSP_Contra_NES.nsf"). The intended music switches can be restored by copying the file from the latter location to the former.
Make a Good Mega Man Level: Episode Zero - Chapter 1 | |
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Stages | |
Explosive Freefall • Surveillance Canyon • Gusty Gorge • Defeat the Giant Spear Man! • Contra Base • Kingdom Crisis • Lost Valley • Skyhigh Ridge • Twilight Terrace • Abandoned Lab • Subterranean Stronghold • Vertical Hunger | |
List of Bosses | |
Mega Man • Dangerous Duck • Giant Spear Man • SRARA Up n' Down • Gomeramos King • Dethgerbis • Piranhabiran • Thwomp Man • Honey Woman • Doc Robot Overloaded • Punk • Boomer Kuwanger • Giga Kuwagata | |
Mini-Stages | |
Mega City • Dr. Wily's Secret Bunker |