Explosive Freefall
Chapter 1 : Explosive Freefall | ||||||||||||||||||||||||||||||
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SELF DESTRUCT SEQUENCE ACTIVATED! | ||||||||||||||||||||||||||||||
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Explosive Freefall is the prologue level in Make a Good Mega Man Level: Episode Zero. Based off of Objective: Vain Space from the original Make a Good Mega Man Level, and chronologically occuring at said game's climax, it follows Zero falling from the exploding wreckage of the Wily Castle. The level is comprised of a short platforming section in space, bookended by two freefall sections where Zero must dodge meteors, enemies, and platforms.
Strategy[edit]
The stage opens with a small tutorial that teaches a freshly-awoken Zero basic movement - running, dashing, airdashing, firing his Z-Buster, stomping, and stompdashing. After coming across two Glass Platforms, Zero confronts Mega Man in a "battle" that skips ahead five minutes and ends with Zero's defeat. At this point, the Wily Castle starts to explode and the stage itself really begins.
While the level of inspiration could easily be completed with no button input, Explosive Freefall requires keen attention. The level's beginning freefall segment starts with a series of meteors and Metalls, telegraphed by exclamation points. Shortly thereafter the freefall introduces slow-falling indestructible platforms, clusters of Walking Bombs that home in towards Zero's direction, and New Shotmen. General weaving on both the horizontal and vertical axis are required, but the slow telegraphs and minimal damage leaves plenty of room for learning error.
Zero is soon pulled to the right, reaching a checkpoint and a small platform section (A) with Cossack Platforms, Peterchies, and Vitreouses from Glass Man. The explosions here are purely cosmetic, but can be distracting when paired with dealing with the Vitreous' glass shields and the more spacious platforming requiring basic dash usage. Down a ladder and moving towards the left, Skeleton Joes and more Cossack Platforms are brought into the equation, and since Zero lacks the Z-Saber upon the first playthrough of the level, the player can only temporarily crumble the bone-throwing Joes. Once far enough to the left on the second stretch (B), Zero will drop down to a checkpoint, and the next screen will send Zero back into freefall.
From here on out, larger rows of meteors become common, and paired alongside more Shotmen, smaller platforms and the addition of Flying Shells, Bomb Throwns, and Croakers, Zero will require more careful weaving and mid-air dashes to get to the opposite side of the screen quicker. A final rally of accelerating telegraphed meteors (C) and a cluster of background explosions cap off the level, as Zero touches down (painfully) on Earth.
Z-Phone Dialogue[edit]
Trivia[edit]
- During the freefall sections, Flying Shells and Metalls use standard enemy projectile graphics instead of their usual unique ones. This is to prevent them from blending in with the starry background.
- On subsequent playthroughs of the stage, the beginning tutorial segment is skipped entirely, and Zero begins the stage in the first freefall segment.
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 |