Make a Good Mega Man Level: Episode Zero
|Make a Good Mega Man Level: Episode Zero|
Make a Good Mega Man Level: Episode Zero (also known as MaGMML: Episode Zero or MaGMML EZ for short) is an interquel in the Make a Good Mega Man Level series, set in between Make a Good Mega Man Level and Make a Good Mega Man Level 2. The game was originally intended to be part of Make a Good Mega Man Level Remastered, but development issues on that game resulted in Episode Zero becoming its own game. Unlike past MaGMML projects, the game is not a contest, but rather a linear collaborative game with community-submitted levels and a greater emphasis on story.
- 1 Story
- 2 Gameplay
- 3 Entries
- 4 Bosses
- 5 Bonus Modes
- 6 Trivia
- 7 See Also
With Mega Man reaching the innermost depths of his castle, Dr. Wily hastily rebuilds an old and failed robot prototype into a decoy robot to cover his escape. This robot, Zero, is easily defeated by Mega Man, who escapes the self-destructing castle while Zero remains. Two weeks later, Zero reactivates and emerges from the wreckage, soon coming into contact with Dr. Wily. The scientist, surprised that Zero survived, arms him with extra weapons and directs him to his new hideout, with Zero's lack of a functioning teleport system forcing him to go by foot.
On the way, Zero encounters SRARA, a quartet of inspection robots harassing Dr. Hyde and other members of the public. After driving them off, she gifts Zero her Drive System technology. Upon reaching Dr. Wily's bunker, the scientist reveals to Zero his newest project, the Reality Core - an object with which he can manipulate reality. Needing Energy Elements for his research, he tasks Zero with gathering as many as he can for him. Zero's search takes him back to Mega City, where he learns more about Mega Man and his heroic deeds from the Robot Museum. Filled with a desire to become a hero himself, he soon accepts Agent Krantz and Agent Stern's offer to help them track down SRARA, who remain at large.
Zero soon gathers many Energy Elements, coming into conflict with SRARA's members on the way. Meanwhile, Dr. Wily hits a roadblock with his Reality Core research, and leaves to take a vacation. Some time later, however, he returns to the bunker; now locked in his laboratory and crazier than ever. Seemingly not recognizing Zero, he shoos him away, prompting Zero to rebel against his creator and take down SRARA on his own accord. A meteor strike reveals SRARA's base, and upon entering he encounters Duo, who after a brief fight explains he came to Earth after detecting the sudden presence of Evil Energy there. SRARA, meanwhile, are entirely absent, having fled to a place in-between dimensions using their Energy Elements, but with his own Elements, Zero gives chase with Duo in tow.
Arriving in the mysterious Tier X, Zero and Duo find SRARA, who reveal they intend to use the Energy Elements with the chaotic energy of the void to control reality themselves. After the two race to gather more Energy Elements than SRARA, both groups converge at a single point, where SRARA engages Zero in a final battle. After battling a strange entity summoned by SRARA's Evil Energy-tainted Elements, Duo's old enemy Trio appears, having been resurrected by the combined powers of the Elements and Tier X. He attempts to take control of the universe, but is quickly defeated by Zero and Duo's combined efforts.
With both Trio and SRARA's threats neutralized, Duo prepares to take the Energy Elements away to properly cleanse them, but is persuaded by Zero to leave them in his care. Desiring a rematch with Mega Man, he explains his intent to use their power to allow such an encounter on his own terms. Both robots leave Tier X and return to their home reality, with Duo returning to space and Zero telling his story to Knight Man in Chateau Chevaleresque, before shortly meeting Mega Man (leading into the events of Make a Good Mega Man Level 2).
Instead of Mega Man, players control Zero in gameplay similar to that of the canon Zero's in the Mega Man X games. Zero has increased mobility compared to Mega Man, being able to dash, air-dash, double-jump, and stomp. While he lacks Special Weapons, he has three weapons; the Z-Buster, a slow shot that can be aimed slightly up or down with no energy cost, the Z-Saber, a close-quarters energy slash, and the Z-Burst, a wide burst of piercing shots. Additionally, he has five chips he can equip to alter each weapon, as well as use a unique "Drive" weapon. Unlike the weapons (sans the Z-Buster), an equipped chip doesn't use ammunition, but drains energy over time, and can only be refilled by passing a checkpoint.
Zero starts the game with just the Z-Buster, and unlocks the other weapons and chips at various points throughout the game
|Blank Drive||Mega City|
|Cutter Chip||Mega City|
|Flame Chip||Horizon Zero|
|Icicle Chip||Metropolitan Neapolitan|
|Zap Chip||Stormy Spire|
|Psycho Chip||Space Jam|
In total, there are 62 entries/stages split across three chapters. Unlike other games in the MaGMML series, each one is unlocked and played through in a linear order (although Chapter 2 allows the player to choose which order to collect the chips in). The stages are listed below, in order:
Chapter 1: From Zero to... Zero
- Surveillance Canyon
- Gusty Gorge
- Defeat the Giant Spear Man!
- Mega City
- Kingdom Crisis/Contra Base (split path)
- Lost Valley
- Twilight Terrace/Skyhigh Ridge (split path)
- Abandoned Lab
- Subterranean Stronghold
- Vertical Hunger
- Dr. Wily's Secret Bunker
Chapter 2: Searching Far and Wide
- Scorched Factory
- Hot Steps
- Recoil Recon
- Dispute Over Sawblades
- Scarlet Temple
- Refurbished Pyramid
- Surfboard Showdown
- Offshore Hangar Cluster
- Horizon Zero
- Frosty Fields
- When Spike Drops Freeze Over
- Robot Ink Printing Facility
- Forgotten Fortress: The Lab
- Nocturnal Assault
- Springy Scaffolding
- Midnight Aurora
- Metropolitan Neapolitan
- Force Facility
- Pepsi Zero
- Entrance Succession
- Projectile Party!
- Volt Man Factory
- Lightningrod Lab
- Shocking Wacko Stage
- Out of Order
- Stormy Spire
- The Red Woods
- Vertical Vine Venture
- String Theory
- Cursor Corruption
- Temporal Pillar
- Bubble Base
- Wicked Waterworks
- In the Flesh
- Space Jam
Chapter 3: Point at the End of Reality
- Entrance to Tier X
- Free selection of the following:
- Null and Void
Chapter 1 Minibosses
Chapter 1 Bosses
|Mega Man||Explosive Freefall||None||★★★★★|
|Giant Spear Man||Defeat the Giant Spear Man!||Psycho Chip (Z-Saber, Blank Drive)||★★|
|SRARA Up n' Down||Mega City||Icicle Chip (Blank Drive)||★★|
|Thwomp Man||Kingdom Crisis||Cutter Chip||★★|
|Dethgerbis||Contra Base||Psycho Chip (Z-Saber, Z-Burst)||★★|
|Honey Woman||Twilight Terrace||Flame Chip (Z-Burst, Blank Drive)||★★|
|Doc Robot Overloaded||Abandoned Lab||Icicle Chip (Blank Drive)||★★★★|
|Punk||Subterranean Stronghold||Icicle Chip (Z-Saber, Blank Drive)||★★|
|Boomer Kuwanger||Vertical Hunger||Psycho Chip (Blank Drive)||★★|
|Giga Kuwagata||Vertical Hunger||Psycho Chip (Z-Saber, Z-Burst, Blank Drive)||★★|
Chapter 2 Minibosses
Chapter 2 Bosses
Chapter 3 Minibosses
Chapter 3 Bosses
|Hyper Picketman||Construction of Constructions||Cutter Chip (Z-Saber, Blank Drive)||★★|
|Yamato Man||Mojo Dojo||Psycho Chip (Z-Saber, Z-Burst)||★★|
|Cutter Golem||Roamer||Psycho Chip (Z-Saber)||★★★|
|Flame Golem||Roamer||Icicle Chip (Z-Saber, Z-Burst)
Zap Chip (Blank Drive)
|Icicle Golem||Roamer||Zap Chip (Z-Saber)||★★★|
|Zap Golem||Roamer||Cutter Chip (Blank Drive)||★★★|
|Psycho Golem||Roamer||Flame Chip (Z-Burst)||★★★|
|GameStop Duck||The Ultimate Choice||None||★★★★★|
Unlike prior MaGMML games, Episode Zero has a number of cheat codes that can be inputted on the file select screen; to use them, the desired file must be selected before the codes are inputted. 100% completion is not required to use any of them. Some of these unlock alternate modes that drastically alter gameplay, and each one has its own leaderboard category (some modes can even be combined with others):
- Hooded Zero: By inputting Up, Down, Up, Down, Up, Up, Up, Up, Down, Down, Down, a new file will start with the Hooded costume instead of either the Hasty or Original costumes.
- New Game+: By inputting Left, Right, Up, Down, Right, Right, Left, Left, a new file will have every weapon, chip, and upgrade unlocked from the start.
- Fake Zero: The code for this is the reward for completing the Knives sidequest. By inputting Weapon Switch Left, Weapon Switch Right, Weapon Switch Left, Down, Up, Left, Left, Down, Right, Up, Up, Down, Left, Up, Zero's palette will change to a black one inspired by the fake Zero briefly seen in Mega Man X2's good ending. While active, each weapon will use every chip variant at the same time, regardless of the current chip equipped.
- Black Zero: By inputting Weapon Switch Left, Weapon Switch Right, Weapon Switch Left, Down, Up, Left, Left, Down, Right, Up, Up, Down, Left, Down, Zero's palette changes to a black one inspired by the Black Zero upgrade seen in the Mega Man X games. While active, Zero gains a number of minor enhancements, such as his weapons using less energy, the Z-Burst firing more shots at once, and the ability to use the Rolling Slash by holding Up in the air while using the Z-Saber.
- Ultimate Mode: By inputting Down, Right, Left, Up, Weapon Switch Right, Weapon Switch Left, Weapon Switch Right, Down, Zero's palette changes to a pinkish-red reminiscent of Omega from the Mega Man Zero series. With this code active, Zero's moveset is altered to be more like the Zero series' gameplay, with the addition of up, down, and dash slashes, as well as a damage-layering system that allows for inflicting combos on enemies and bosses.
To turn off cheats on a file, the Konami code (Up, Up, Down, Down, Left, Right, Left, Right) can be entered.
- This is the first MaGMML game where Mega Man isn't the main character. Likewise, it is also the first game where Dr. Wily isn't the main villain, or even an antagonist.
- While not a strict rule for submissions, custom Robot Masters as bosses were strongly discouraged by SnoruntPyro, though a few do still exist in the final game.