Looping Growth Garden
| Chapter 3 : Looping Growth Garden|
|Please don't feed the plants. Thank you.|
Looping Growth Garden is a level in Chapter 3 of Make a Good Mega Man Level: Episode Zero. A strange and alien jungle created by Tier X, this level is populated with insectoid enemies and conveyors. The most notable inhabitant, however, are the Mutant Vines; strange, Piranha Plant-esque plants that move in square patterns. Touching any part of them, even their vines, will damage Zero, and nothing he has can harm them. If the Icicle Chip has been collected, though, the Blank Drive's ice shield can render them completely harmless, making the level considerably easier to beat.
The Short Version: Equip Icicle Chip, use Blank Drive. Marvel as the level snaps in two.
The Long Version: After a few Twin Roaders and Heli Butons at the start, the first Mutant Vines are seen circling platforms. One circles a space next to a high ledge, which can only be reached with the Double Jump. This leads to a shortcut filled with Mutant Vines circling over pits, requiring careful timing (or the Icicle Drive) to avoid being hit in midair and falling down, but a CD lies at the end. Without it, Zero is forced to take a longer path populated with Nibuls and Twin Roaders, but with less dengerously-placed Mutant Vines. Pierrobugs appear after the first checkpoint, but the Z-Saber can be used to bypass their shielded state. Conveyors also start to appear, some of which have Mutant Vines close by; the former can potentially send Zero into a pit if he takes damage while standing on one.
Eventually, a slide passage appears next to a ladder, between a conveyor and a pit of (non-lethal) spikes. Accessing this passage requires a precise airdash, and it may take a few tries to perform without falling into the spikes, but behind it is a shortcut and another CD, guarded by a very fast Mutant Vine. The remainder of the stage follows the same pattern of platforming around groups of vines while avoiding pits and enemies. Notably, Yambows and Heli Butons will try surprise attacks, with both enemies appearing without warning once Zero is close enough. The last hazards of the level before the Energy Element are a pair of Mutant Vines circling over a pit, but with one well-timed airdash (or a leisurely-timed airdash with the Icicle Drive), they can be safely avoided.
- The Nibuls in this level lack their toxin effect, as Zero's greater mobility compared to Mega Man caused a range of problems.
- Twin Roaders are the only enemies in Looping Growth Garden who aren't themed after insects. This insect motif, while thematically appropriate for a jungle stage, was actually completely coincidental on SnoruntPyro's part.
|Make a Good Mega Man Level: Episode Zero - Chapter 3|
|Entrance to Tier X • Ghouls n' Ghasts • Toxic Tunnels • Looping Growth Garden • Rainbow Ravine • Shift Posting • Psionic Space Station • Ice Breaker • Code Landfill • Lily Airpad • Null and Void|
|List of Bosses|
|SRARA Met • Chesder • Chesder's Revenge • Red Arremer Man • Amoeba Droid • Psionic Man • Giga Count 2.0 • Cloud Devil 2.0 • Toad Man|
|Null and Void Bosses|
|Alter Archive • Big Chungus • Dust Man • Elec Man • Elec Spine • Hatter Joe • Illumina Alpha • Magmatron • Mega Man 2 NETA • Pepsi Man's Revenge • Pico Shuffle • Quick Man • Trailing Zero|
|SRARA • Unununium • Trio|