Chapter 2: Nocturnal Assault
Make a Good Mega Man Level: Episode Zero
|
|
|
Maybe we should have waited until daybreak.
|
|
Overview
|
|
Creator(s):
|
Zelo
|
Composer(s):
|
ZUN, CosmicGem (originals) HertzDevil (cover)
|
Statistics
|
|
Rank:
|
Chapter 2
|
Collectables:
|
064: Stomp'n Violet
|
Enemies:
|
Gimmicks:
|
Sub-Bosses:
|
Bosses:
|
|
|
Theme Music
|
Touhou Eiyashou ~ Imperishable Night - Lunatic Eyes Boss: MaGMML2 - Boss
|
|
|
Nocturnal Assault is the fifth level on the path to the Icicle Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. In contrast to the high-tech fortress preceding it, the next stop on Zero's journey is an old-fashioned brick building in the middle of the night. Though light on platforming gimmicks, it defines itself by making use of not just Presses, but also Press'ns. Along with a Stompy reskinned as a giant Press'n, the level uses a custom violet variant that creates short-range shockwaves when landing; a giant version of one of these even serves as the level's boss. A number of small rooms containing useful powerups are blocked off with Destroyable Blocks, with some requiring the Psycho Chip to break.
Strategy[edit]
The level starts with a long stretch of Gagabyoalls and Tondealls near spikes, with the Stomp'n miniboss appearing right before the first checkpoint. Ideally, the Z-Burst can clear Tondealls out before they start shooting. After Stomp'n is a set of hallways filled with enemies and Presses, the latter of which assert themselves as the main gimmick of the stage. As most of them hang over spike pits, they need to be triggered before quickly passing through their chains; this is also required for a few horizontal Presses. The checkpoint after these halls takes Zero to a crossroads area filled with small sidepaths. To move forward, he need only go left, but he can also obtain an E-Tank if the Psycho Chip is unlocked, a W-Tank up the two ladders, and a CD by using the Z-Saber to break a block barricading the two lower ladders. A few Bolts can also be obtained, but only with the Double Jump upgrade.
Green Press'ns start appearing alongside Tondealls, both trying to knock Zero into pits. While the Z-Burst can once again deal with the latter, the former's tracking ability often requires either fast movement or hiding under cover to avoid taking damage. The Zap Chip's paralyzing ability may prove useful on them if said chip is unlocked. After some open-air sections followed by more Press-lined hallways, Violet Press'ns are introduced, replacing the normal green ones. These act identically to their devkit versions, but have a little added attack power via the shockwaves they make when landing. At this point, however, the exit isn't too far away, with little challenge of note in the last few sections outside of a small side room containing an E-Tank accessed via the Z-Burst.
Z-Phone Dialogue[edit]
|
Contact
|
Transcript
|
|
Dr. Wily
|
Nocturnal Assault?
Oh, you're entering a more urban area. That area's sort of an older part of the city. Hence all the bricks and such.
They haven't really updated their security, but they also don't really need to. You're in the middle of nowhere!
Just go flying around or something and you'll probably be fine.
|
|
Agent Krantz
|
Nocturnal Assault?
That area's home to many Presses, which attack both vertically and horizontally.
There's also a large number of Press'n. Green ones will only aim their spiked stomp at you.
Violet ones, on the other hand, have enough density to create small shockwaves when they land.
|
|
Galaxy Man
|
Oh, when you're at a big crossroads place thing in that fortress, cut down that saber block!
Then you'll just have to prove yourself as an expert crusher-dodger and the CD'll be yours!
|
|
Yamato Man
|
Yamato Man: Stomp'n Violet? I prefer heliotrope myself, much prettier shade of purple.
This guy is like other Stomp'ns but much more vicious.
When he reaches the edges of the screen, he creates massive shockwaves you need to airdash over!
Overall, though, it's a pretty predictable enemy.
Zero: ...
Yamato Man: ...
Zero: ...I expected more than that, for some reason.
Yamato Man: Not all opponents are interesting, Zero.
Throughout my long time fighting, I only remember a quarter of all my opponents!
Zero: Considering you are a robot, that is quite worrying. Is something wrong with your memory banks?
Yamato Man: My memory banks are perfectly fine, I'll have you know! ...What were we talking about?
|
|
Knives
|
Knives: Oh, whaat? You think that spot's good?? That's just some rustic military base!
All the robots and other guys there all work for the Higher Power. Can't have them spotting us!
Otherwise, they might send the Ultimate Weapon after us.
Zero: ...What weapon?
Knives: Oh, I dunno. I just have a feeling they have some big weapon!
That's how these things usually go, you know. Secret underground thingy.
|
- A custom Psycho Chip-sensitive Destroyable Block was created for the level; in the final game, all instances of the object were replaced with InUniverse's chip-sensitive blocks from Toxic Tunnels.
- Nocturnal Assault is one of two levels in Episode Zero to contain more than one type of Destroyable Block, the other level being Construction of Constructions.