Space Jam
Chapter 2 : Space Jam | ||||||||||||||||||||||||||||||
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Come on and slam, and welcome to the jam! | ||||||||||||||||||||||||||||||
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Space Jam is the ninth and final level on the path to the Psycho Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. Somehow ending up in space following his journey through a whale's belly, Zero invades a space station filled with stadiums and sports equipment. Much of the latter prefers to play hardball and will attack him on sight, but others are more hands-off. The single gimmick in the level are a type of conveyor known as "Speed Conveyors", which change their directions based on which way Zero is currently facing. Blue ones will always move against him, while orange ones move with him.
Strategy[edit]
Two blue Speed Conveyors act as ledges leading to a high ladder, giving Zero an opportunity to learn how they work. Up top, a number of blue Cargou Qs and Dockalockers appear, with some Curlingers sliding on blue Speed Conveyors. Shortly afterwards is a long blue conveyor, with a Golf Cart resting on it. While these enemies don't actively attack Zero, the Speed Conveyor will carry it in its current direction, and few weapons can even damage the Golf Cart. To bypass it, Zero needs to airdash over it while the Speed Conveyor carries it to the left. A few more Golf Carts on Speed Conveyors appear shortly before the first checkpoint, with a Fake Ball appearing from behind the background.
At the checkpoint, Wallingers — a wall-crawling Curlinger variant — bounce themselves off of walls in an effort to snipe Zero when he drops down/jumps up into their path. The next room features an orange Speed Conveyor (which will always move in Zero's current direction), as does the section after that. Beneath said section's conveyor is a CD, resting on a ledge beyond some pits and a red Mecha Pitchan. After some more enemies and another checkpoint, Speed Conveyors almost completely replace solid ground, with bottomless pits and death spikes always close by. Taking damage from enemies here can be dangerous, as the hitstun effect can last just long enough for a Speed Conveyor to send Zero into inevitable doom.
Beyond another checkpoint, a vertical scrolling section follows, with Wallingers continuously spawning from holes in the background, and Fake Balls ambushing and/or sniping Zero from their positions. If need be, the Z-Saber can be used to knock Wallingers backwards with one slash, killing them quicker than other weapons can. Death spikes are plentiful here, and a small box of them appears near a Wallinger spawner at one point. The final challenge of the stage puts Zero above three levels of orange Speed Conveyors, each of which carry him into harm's way (such as Wallingers, a non-moving Golf Cart, a Fake Ball, or death spikes). If he can get past them and reach the bottom level, all that stands between him and victory is a red Mecha Pitchan and the boss, Baskette Ball.
Z-Phone Dialogue[edit]
Trivia[edit]
- The level takes its name and basketball motif from the 1996 live action/animated sports film Space Jam, starring Michael Jordan and Bugs Bunny.
- The Speed Conveyors in this level expose a quirk of the Megamix Engine; rather than using two separate climbing sprites while on ladders, it only uses one and flips it when necessary. As such, climbing a ladder while Speed Conveyors are onscreen will make them rapidly alternate directions.
Make a Good Mega Man Level: Episode Zero - Chapter 2 Psycho Path | |
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Stages | |
The Red Woods • Vertical Vine Venture • String Theory • Cursor Corruption • Temporal Pillar • Bubble Base • Wicked Waterworks • In the Flesh • Space Jam | |
List of Bosses | |
Totem Polen Plus • Totem Polen EX • Bone Dragon • Spider Potton • Recluse Woman • Internet Destroyer • Cursor • Sakuya Izayoi • Toad Man Bubble Base • Splash Woman's Revenge • Haiker G • CWU-41B • Intest Tinhead • Baskette Ball |