Difference between revisions of "Explosive Freefall"
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|caption=SELF DESTRUCT SEQUENCE ACTIVATED! | |caption=SELF DESTRUCT SEQUENCE ACTIVATED! | ||
|game=''[[Make a Good Mega Man Level: Episode Zero]]'' | |game=''[[Make a Good Mega Man Level: Episode Zero]]'' | ||
| − | |creator=[[ | + | |creator=[[snoruntpyro]] |
|rank=Chapter 1 | |rank=Chapter 1 | ||
|composer=Tomoya Ohtani | |composer=Tomoya Ohtani | ||
| Line 26: | Line 26: | ||
*[[Glass Platform]] | *[[Glass Platform]] | ||
*[[Hazard Platform]] | *[[Hazard Platform]] | ||
| + | *[[Meteor]] | ||
|subbosses= | |subbosses= | ||
| + | *[[Mega Man]] | ||
|bosses= | |bosses= | ||
|other= | |other= | ||
| Line 38: | Line 40: | ||
==Strategy== | ==Strategy== | ||
| + | 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 Platform]]s, 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. | ||
{| | {| | ||
| [[File:MaGMMLEZ-CH1-ExpFre-A.png|frame|none|alt=Explosive Freefall Screenshot A|'''A''': Rising Cossack Platforms can help with crossing gaps or reaching the level's CD.]] | | [[File:MaGMMLEZ-CH1-ExpFre-A.png|frame|none|alt=Explosive Freefall Screenshot A|'''A''': Rising Cossack Platforms can help with crossing gaps or reaching the level's CD.]] | ||
| Line 45: | Line 48: | ||
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 [[Metall]]s, telegraphed by exclamation points. Shortly thereafter the freefall introduces slow-falling indestructible platforms, clusters of [[Walking Bomb]]s that home in towards Zero's direction, and [[New Shotman|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. | 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 [[Metall]]s, telegraphed by exclamation points. Shortly thereafter the freefall introduces slow-falling indestructible platforms, clusters of [[Walking Bomb]]s that home in towards Zero's direction, and [[New Shotman|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 Platform]]s, [[Peterchy]] | + | Zero is soon pulled to the right, reaching a checkpoint and a small platform section ('''A''') with [[Cossack Platform]]s, [[Peterchy|Peterchies]], and [[Vitreous]]es from [[Glass Man (stage)|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 Joe]]s 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 Shell]]s, [[Bomb Thrown]]s, and [[Croaker]]s, 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. | From here on out, larger rows of meteors become common, and paired alongside more Shotmen, smaller platforms and the addition of [[Flying Shell]]s, [[Bomb Thrown]]s, and [[Croaker]]s, 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== | ==Z-Phone Dialogue== | ||
| Line 62: | Line 62: | ||
|Explosive Freefall? | |Explosive Freefall? | ||
Wait, what? My castle is exploding AGAIN?! What did you do?! | Wait, what? My castle is exploding AGAIN?! What did you do?! | ||
| + | |||
Just get out of there as fast as you can! I don't want you to break something and have to walk back all over again! | Just get out of there as fast as you can! I don't want you to break something and have to walk back all over again! | ||
|- | |- | ||
| Line 72: | Line 73: | ||
'''Krantz:''' You need to find safer hobbies... | '''Krantz:''' You need to find safer hobbies... | ||
| + | |||
Just make sure to avoid obstacles on the way down. You should probably be able to see them heading towards you. | Just make sure to avoid obstacles on the way down. You should probably be able to see them heading towards you. | ||
| + | |||
There also seems to be Vitreous from Wily's old castle. They create large glass shields that protect them. | There also seems to be Vitreous from Wily's old castle. They create large glass shields that protect them. | ||
| + | |||
However, they'll also throw them at you, leaving them exposed. | However, they'll also throw them at you, leaving them exposed. | ||
|- | |- | ||
|[[File:ZPhoneGalaxy.png]] | |[[File:ZPhoneGalaxy.png]] | ||
|Galaxy Man | |Galaxy Man | ||
| − | | | + | |You're missing one that should be in plain sight, shouldn't it be?? |
| + | Just ride up one of those platformy thingies and you should be able to grab it! | ||
| + | |- | ||
| + | |[[File:ZPhoneKnives.png]] | ||
| + | |Knives | ||
| + | |'''Knives:''' Hey, what the heck are you doing? We can't have a date if the date's site is EXPLODING!! | ||
| + | '''Zero:''' Maybe that would spare me. | ||
| + | |||
| + | '''Knives:''' Come on! Find a better spot or something!! One that ISN'T an exploding REUSED castle! | ||
| + | |||
| + | Yeah, I'm on to your budgetary cuts, Mister Doctor Professor WILY!! | ||
| + | |||
| + | Anyways, yeah, no explodey-whatever. Might blow your face off! And that would be bad!! | ||
|} | |} | ||
| − | == | + | ==Notes== |
* 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. | * 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. | ||
| + | <br> | ||
| + | {{MaGMMLEZ Chapter 1}} | ||
| + | {{MaGMMLEZ}} | ||
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]] | [[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]] | ||
Latest revision as of 16:41, 16 March 2025
| 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
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
Notes
- 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 | |
|---|---|
| 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 | |


