Entrance Succession
Chapter 2: Entrance Succession | ||||||||||||||||||||||||||||||||
You know something's wrong when the robots start making other robots do their jobs instead. | ||||||||||||||||||||||||||||||||
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Entrance Succession is the third level on the path to the Zap Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. Zero arrives at one of Dr. Wily's hidden bases; ostensibly guarded by Quick Man, but largely left to the all-controlling Octo Brain while he hangs out with Yamato Man and Ballade in the Cool Robots Club. As such, Quick Man has no problems letting Zero raid the base for its Energy Element, provided he doesn't break anything.
The level is a homage to the Make a Good Mega Man Level 2 stage Escape Sequence, and uses similar music and speed-altering gameplay. Rather than being constantly fast, however, the speed increase is instead enabled by Boost Pads that charge Zero with electricity, giving him a field that can activate Junk Machines to enable or disable Sheep Platforms.
Strategy[edit]
After entering the base itself, Scrap Metalls and Shield Siners are introduced as common sights throughout the level, before the first Boost Pad is placed in Zero's way. Once charged, he needs to touch a Junk Machine with the force field in order to disable a Sheep Platform blocking the path downwards. The room below is even simpler, but it's shown here that Scrap Metalls launch their helmets at Zero and become more aggressive whenever he is currently charged. Afterwards, Zero is once again required to charge a Junk Machine to proceed, but this also blocks the critical path off by activating several Sheep Platforms in a shaft. To get around them, Zero needs to continue right (avoiding Tellies, Smaplars, and Tatepakkans), climb up into a section one screen above, then loop back around to drop down the now open shaft. While in this upper section, a unique Telly with a boost charge can be lured into activating a Junk Machine, turning on some Sheep Platforms that can be used to reach a higher route towards a CD.
After the first checkpoint, a series of tripwire lasers are introduced; when crossing one, a Quick Laser that drains Zero's health is fired. These encourage moving through the stage as quickly as possible to avoid them, and after a few screens Zero encounters the Octo Brain. Once he (unwisely?) destroys it, he encounters a meaningless and almost incomprehensible wall of text reminiscent of Escape Sequence's intro text, before another race to avoid tripwire Quick Lasers ensues. At one point, a small gap on the left can be dashed through, revealing a secret area with a single Scrap Metall; it holds the stage's second CD, and will drop it when killed (while making an enthusiastic cry). Towards the end of the stage, Boost Pads are used to not only turn on Junk Machines, but to give Zero enough speed to cross long gaps he otherwise cannot. At the very end, Quick Man - now angry that Zero's forced him to actually do his job - decides to show him how really goddang cool he is as the level's boss.
Z-Phone Dialogue[edit]
Trivia[edit]
- Quint (here misnamed "Quirt") makes a cameo appearance at the start by going left. He has nothing to say, but given his horned helmet and Really Goddang Cool Quick Man using the same rocks Quint attacks with, it can be inferred that he's a member of the Cool Robots Club.
- Originally, Entrance Succession was to be based on The Quickening; however, Force Facility had already been submitted and accepted once development on the level started, making the planned homage redundant.
Make a Good Mega Man Level: Episode Zero - Chapter 2 Zap Path | |
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Stages | |
Force Facility • Pepsi Zero • Entrance Succession • Projectile Party! • Volt Man Factory • Lightningrod Lab • Shocking Wacko Stage • Out of Order • Stormy Spire | |
List of Bosses | |
Force Guard • Pepsi Man • Octo Brain • Really Goddang Cool Quick Man • Volt Man the Real • Alastor • War Blur |