Zero
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- "I hid myself while I repaired myself."
- ―Zero, Make a Good Mega Man Level 2
Zero is a joke character that first appeared in Make a Good Mega Man Level. Created at the expense of the actual Zero, his existence pokes fun at the tendency for fan-games to include the real Zero as some form of ultimate threat, with one of the more infamous examples being Mega Man Unlimited. Originally a hastily built decoy robot, built only to slow Mega Man's escape from Wily Castle, Zero reappears in Make a Good Mega Man Level 2 as a major character, wearing a red cloak to conceal his identity. After gaining sentience and becoming angry at Dr. Wily for using and discarding him, Zero helps Mega Man out throughout the game, revealing his true identity once Wily has been stopped and Mega Man has collected all the Energy Elements possible at that point. He built his own fortress, which serves as one of the final challenges in the game.
He is the protagonist and playable character of the interquel Make a Good Mega Man Level: Episode Zero, where he boasts weapons and moves similar to his original counterpart.
Contents
Make a Good Mega Man Level (Remastered)[edit]
Zero appears at the end of Flashback Database following Wily Machine TROPHY's defeat, serving as the final boss. When the battle begins, a silhouette of the real Zero drops down and gradually grows darker as Dr. Wily backs away, before revealing itself to be the much better version of Zero.
During the battle, Zero slides back and forth across the floor, occasionally firing a slow projectile at Mega Man, but neither collision nor the projectile can deal any actual damage to him. Despite this, he has no specific weakness, only taking 1 point of damage from everything (except Top Spin, which does nothing1), including charged Mega Buster shots. However, thanks to the properties of Solar Blaze, hitting Zero with the big shot before it splits off will do two damage, making that technically his weakness.
After being defeated, Zero drops the final Energy Element, and the castle begins to self destruct. Mega Man realizes that Zero was meant to be a decoy robot, and teleports away from the castle as usual.
Make a Good Mega Man Level 2[edit]
Zero (as the Cloaked Man) first appears after obtaining at least 10 Energy Elements. He leaves a note for Mega Man to meet him at Chateau Chevaleresque. When Mega Man meets up with him, he discusses the power of the simulations and asserts that he is not plotting anything, but people like Dr. Wily could. He dodges the questions about his identity. When his spiel is over, he gives out an E-Tank and leaves. He appears again after getting 38 Energy Elements, repeating his thoughts about the simulations and how they could be used for evil. His last appearance before the Wily Star II appears is after getting at least 52 Energy Elements. He continues delivering a soliloquy on the power of the simulations while Mega Man gets audibly frustrated at him.
After the Wily Star II appears and Dr. Light tells Mega Man that using Rush is not an option due to its force field, Zero appears once again, offering his advice. After Mega Man gets frustrated with him, Zero explains that the Energy Elements can cause volatile reactions when there are a lot in one place (hinting at the opening of Tier X), and that they could possibly use the power to get a spaceship that could sneak by Wily's forcefield undetected. Mega Man decides to roll with it, and it actually works. Zero then wishes Mega Man good luck, and is not seen again until Wily is defeated. After the credits roll, he appears outside of Dr. Light's Lab and challenges Mega Man to get all the Energy Elements.
His last appearence is at the very end of the true final level, Null and Void. Here, he reveals that he was using Tier X and Null and Void as a base the whole time, to build an ultimate robot to challenge Mega Man to the greatest battle of all time. He explains that after his last meeting with Mega Man, he was inspired to have a true battle with him. He also explains that he was working on this before Dr. Wily began planning to attack the festival, and decided stopping Wily should be prioritized over the ultimate battle. He then summons his capsule containing Absolute ZERO, and the battle then begins.
After Absolute ZERO's defeat, he is revealed to have been piloting the robot with his cloak off, showing that he is truly Zero from the first game. He explains that after his first defeat, he hid himself while he repaired himself, and was able to help Mega Man thanks to him having access to Wily's plans, being a robot built by him. He then explains that now that the ultimate battle is complete, his purpose has been fulfilled, and his life is complete. He ascends to the heavens, accompanied by a rainbow and a completely normal sounding angelic choir. As he disappears into the aether, never to be seen again, he drops the final Energy Element.
Collecting his last Energy Element also unlocks him as a costume. True to the original Zero, the costume only ever uses one frame of animation. He can also use the Contest Weapon Data.
Make a Good Mega Man Level: Episode Zero[edit]
In his most significant role to date, Make a Good Mega Man Level: Episode Zero features him as the protagonist and only playable character. Now sporting an actual spritesheet, Zero has a different playstyle from Mega Man, and moves very similarly to his main timeline counterpart in the Mega Man X and Mega Man Zero series with a dash/airdash ability. Players also have the option to start the game with a costume that gives Zero his traditional Mega Man X appearance; this costume, as well as one of his "Cloaked Figure" disguise in MaGMML2, can also be bought from Dr. Wily's Secret Bunker.
Episode Zero follows Zero's story in the interim between MaGMML1 and MaGMML2, with Zero surviving his battle with Mega Man and narrowly escaping the Wily Castle, only to be knocked offline. Waking up two weeks later, he is rediscovered by Dr. Wily, who upgrades him with the Z-Saber and Z-Burst and enlists him in his plan to develop the Reality Core. Along the way, he encounters SRARA in Mega City, learns about Mega Man's heroics (and subsequently desires to be a hero himself), and is recruited by Agents Roslyn Krantz and Gilbert D. Stern to track down SRARA and stop their activities.
Eventually, Dr. Wily disowns Zero after going mad with power and locking himself in his bunker, prompting Zero to abandon Wily and focus on defeating SRARA. A raid on their hidden base leads him to encounter Duo and follow SRARA into Tier X, where he learns of their plan to control reality. Together with Duo, he pursues the quartet to Null and Void and ultimately defeats them, as well as a resurrected Trio. After the battle, Zero persuades Duo to temporarily leave the contaminated Energy Elements in his care, so that he may use them to battle Mega Man once again and fulfill his purpose. After the credits, he relays his story to Knight Man, before meeting Mega Man once again, leading into the events of MaGMML2.
Zero Soul[edit]
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Zero Soul is a powered-up incarnation of Zero that appears at the end of The Arena in the original Make a Good Mega Man Level and its remake. Bestowed with more power than before, he acts as a superboss and the game's final challenge.
Make a Good Mega Man Level[edit]
Zero Soul appears as the end boss of the Arena, formed by Zero fusing with a trophy and gaining the power of all entries. In battle, he randomly selects from any of eleven attacks per phase, with ten of those attacks being a reference to some entry (how well it's related varies), and the last one being a generic projectile. Zero Soul starts with 56 health and sticks to the floor, chasing Mega Man, and when he gets to half health, he will drop a Yashichi and begin to float and chase vertically as well as horizontally.
In his first phase, he will choose from these attacks:
- Shoots one bullet that goes to Mega Man's current position.
- Makes the background scroll down quickly for a few seconds. (Objective: Vain Space)
- Shoots four arcing bombs that temporarily destroy the floor of the arena. (City War)
- Shoots a shadow clone of Waltz that goes to Mega Man's current position. (Level)
- Summons a few Tellies. (Chroma Key)
- Summons an egg of a Pipi. (Midnight Snow)
- Summons a temporary Screw Bomber. (Sky Ziggurat)
- Summons three spreading shrapnel pieces of a Jet Bomb. (Sunset Siege)
- Summons two Wanaans that vaguely target Mega Man. (Wily Combo)
- Summons two Napalm Bombs. (Napalm Forest and Caves)
- Shoots a bouncing top. (Hard to See Land)
In his second phase, he will choose from these attacks:
- Shoots a bullet that bounces on the edge of the screen for a few seconds.
- Spawns a damaging Quick Laser at Mega Man's height. (The Quickening)
- Creates a random assortment of Destroyable Blocks. Infamous for being able to clip Zero Soul out of the arena sometimes. (Maze of Death)
- Summons the arcing bullet used by Pandeeta. (Under Construction)
- Summons a spike that arcs down and explodes into a asterisk pattern of bullets. (Spiky Meltdown)
- Summons a thunderbolt that splits into two small electric balls when it hits the ground. (Thunderclyffe Plant)
- Spawns a black ball that explodes into two smaller pink balls when it hits the ground that is also used by the Wily Capsule Wily Archive. (Research Facility)
- Summons a few Ring Rings. (Citadel Basement)
- Creates six Black Holes for a short amount of time. (NEON GRAVITY)
- Summons a few Monty Gs. (Mega Man World)
- Summons a falling crystal from the Crystal Generator. (Glass Man)
Make a Good Mega Man Level Remastered[edit]
Zero Soul reprises his original role as the end boss of the Arena, but has a recoloured sprite and new attack pattern. Unlike his original fight, Zero Soul uses original attacks alongside those based on entries. He also attacks in a set sequence, rather than choosing attacks at random.
In his first phase, he uses the following attacks in descending order, repeating if necessary:
- Teleporting multiple times, before appearing at the top of the screen and summoning three waves of black holes; from which non-lethal Quick Lasers shoot downwards. Zero Soul will only use this attack once. (The Quickening)
- Teleporting close to Mega Man, then flying towards him while using the Z-Saber. He will repeat this four times.
- Teleporting above Mega Man and following him, shrinking in size and releasing four spinning cutters while expanding. He will repeat this three times.
- Teleporting to the centre of the screen and transforming into a blob of paint. This blob then splits apart before multiple large paintdrops rain down from the top of the screen.
- Repeating the earlier Z-Saber dash attack, again doing so four times.
- Transforming into a small fireball and flying offscreen, causing seven giant fireballs to slowly fall from the top of the screen, each one appearing directly above Mega Man.
When Zero Soul has 36 health or less, he will fly to the top of the screen and begin his second phase, again following a set pattern he will repeat:
- Creating three black holes from which dark-coloured Energy Elements fall; these split into eight spiraling projectiles on hitting the ground. The first black hole appears where Zero Soul is, the other two appear on either side of the screen.
- Summoning numerous shadow clones of Waltz that fly from one side of the screen to the other. (Level)
- Teleporting numerous times, then performing the first phase's Z-Saber dash twice. Zero Soul follows this up with two Final Cutter moves that send a wave of energy out towards Mega Man.
- Teleporting to one side of the arena, then bobbing up and down as spiked Destroyable Blocks are summoned at the other end before flying towards him. Five waves of blocks are summoned, at least one of which will clip Zero Soul offscreen. (Maze of Death)
- After being pushed away during the last attack, Zero Soul falls from the sky headfirst directly above Mega Man. Upon landing, he creates shockwaves on either side of him.
- Summoning a Black Hole that pulls in Mega Man's attacks while shooting a large number of bullets in all directions. This Black Hole follows Zero Soul as he flies from left to right and vice versa. (NEON GRAVITY)
- Flying in a clockwise pattern while frequently creating a pair of spinning tops that fly towards Mega Man after a delay. He will create up to 10 pairs. (Hard to See Land)
- Performing the first phase's quad-cutter attack four times.
- Teleporting to the center of the screen and encasing himself in a Power Orb, protecting him from all attacks. He then bounces around violently in an effort to crash into Mega Man before the Power Orb shatters. (Glass Man)
- Teleporting to three areas, each time creating a pair of warped Tellys that follow Mega Man. (Chroma Key)
Upon defeating Zero Soul, he splits in half and lets out an ear-piercing scream, before exploding completely.
Make a Good Mega Man Level: Episode Zero[edit]
When using the Giga Crush, Zero briefly transforms into Zero Soul (reusing his white appearance in Make a Good Mega Man Level Remastered) as the weapon's explosions spread out across the screen (this isn't the case if either the Original Costume or Hooded Costume are used, as both costumes have different transformations for the Giga Crush). Notably, this marks Zero Soul's first appearance outside of an Arena setting.
Damage Tables[edit]
Make a Good Mega Man Level[edit]
Zero[edit]
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1/1/1 | 1 | 1 | 1 | 0 | 1 | 1 | 1/1/1 | 1 |
Other Notes |
Zero Soul[edit]
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1/1/2 | 1 | 1 | 1 | 0 | 1 | 1 | 1/1/1 | 1 |
Other Notes |
Make a Good Mega Man Level Remastered[edit]
Zero[edit]
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1/1/1 | 1 | 1 | 1 | 1 | 1 | 1 | 1/1 | 1 | 1 |
Other Notes |
Zero Soul[edit]
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1/1/2 | 1 | 1 | 1 | 1 | 2 | 1 | 1/2 | 1 | 1 |
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Trivia[edit]
- The majority of Zero's sprites are traced from the appearance of the real Zero in Mega Man Xtreme 2.
- Zero Soul is a reference to the Kirby games' trend of including harder "Soul" versions of final bosses at the end of True Arenas. In addition to using the final music from Kirby: Planet Robobot1/Kirby Star Allies1R, Remastered gives Zero Soul numerous shout-outs to Marx Soul, with shared attacks and an identical death sequence (complete with ear-piercing scream).
- A bug in the original Make a Good Mega Man Level with Zero Soul's Destroyable Block attack can cause him to clip offscreen if he's caught on a block. This is referenced in Remastered, where he is intentionally pushed offscreen by such a block when using the attack.
- Because of the simple nature of his fight, Zero holds the honour of being the only Wily Castle boss to remain unchanged between the original Make a Good Mega Man Level and Remastered.
- In Make a Good Mega Man Level Remastered, Zero Soul's Destroyable Block attack will ordinarily never create blocks that the Power Orb can destroy, even if the player has unlocked the weapon. The only way such blocks can appear is by using the Power Orb Only cheat.
- Robot Masters
- Playable Characters
- Fortress Guardian
- Bosses
- Final Bosses
- Arena Bosses
- Tier X (MaGMML2)
- Costume
- Make a Good Mega Man Level
- Make a Good Mega Man Level 2
- Make a Good Mega Man Level: Episode Zero
- Wily Castle
- Superbosses
- MaGMML Original Characters
- Make a Good Mega Man Level Bosses
- Make a Good Mega Man Level Remastered Bosses