Shocking Wacko Stage
| Chapter 2 : Shocking Wacko Stage|
|The truly shocking thing is how quickly this power plant(?) runs out of power.|
Shocking Wacko Stage is the seventh level on the path to the Zap Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. A strange and somewhat spooky electrical facility, it is noticeably light on conventional enemies; the only one to appear is the indestructible and infinitely-spawning Spark Devil. Instead, the level is focused more on platforming and gimmicks, such as avoiding spark balls that travel along rails, shooting switches to create temporary objects, or destroying special barricades by luring Spark Devils into them. Fortunately, despite the heavy presence of spikes, none of them are instant-death, giving Zero some breathing room.
Early on, Skull Shockers and Rail Sparks are introduced as hazards; while the latter are indestructible, the former need to be constantly attacked to shrink the area their arms cover. Soon afterwards, a Super Switch appears next to a tall wall. By shooting it, blocks and ladders suddenly appear in the section, and will remain for a specific length of time indicated by a green "battery" gauge in the lower left corner. A Cutter Chip-weak Destroyable Block at the first checkpoint blocks a sidepath filled with Skull Shockers and Rail Sparks, with some positioned next to bottomless pits. With careful platforming, a CD can be grabbed on the way out. After some Super Switch challenges, Spark Devils start spawning next to Zero, and will track him vertically before flying straight ahead at their current height. Electro Blocks will also barricade the path forwards, and breaking them requires tricking a Spark Devil into flying through them.
Right before the next checkpoint is a sneakily-placed Skull Shocker that blocks a drop downwards; fully retracting its arms to avoid taking damage is made more difficult by Spark Devils flying in; even then, using the stomp to fall through quicker is almost necessary. Down below, Super Switches need to be constantly attacked to power blocks over several spikes. Using a weapon with wide range, such as the Z-Burst or a Blank Drive, can be very helpful in hitting switches quickly, particularly if the power runs out while over spikes. Another Cutter Block at the end can be destroyed to find another CD sidepath; this one also uses Super Switches as a means of getting through, but Spark Devils will constantly try to ambush Zero in tight corridors. The Cutter Chip's boomerang effect can sometimes help in hitting a switch twice, buying more time to get through an area before the power runs out. At the end, a teleporter will take Zero back to the main path. Once again, Spark Devils will ambush Zero in corridors, with one instance forcing him to cross a spike-filled corridor to hit a Super Switch, then go back and climb a ladder before the power runs out. By hitting this switch from the other side, another ladder leading to a W-Tank will be momentarily turned on.
After the third checkpoint, speed is crucial as switches need to be struck to create platforms over spikes while dropping downwards; even so, there is often very little time to get through before the power runs dry, even with the use of stomps and stompdashing. The last section is a short gauntlet that uses all the stage's gimmicks while Spark Devils fly by. If the Icicle Chip has been obtained, using its Blank Drive can trivialize much of the difficulty; the ice shield not only hits Super Switches and Skull Shockers, but also renders Zero immune to Spark Devils and Rail Sparks. To reach the boss door, a Spark Devil must clear a row of Electro Blocks, which requires hanging from a ladder powered by a Super Switch, and it can be tricky to keep the ladder powered while successfully luring the enemy to the necessary height. At the very end, Zero is confronted by the stage's boss, Alastor.
- As seen in a pre-Episode Zero release video from CSketch, the Cutter Chip-sensitive Destroyable Blocks in the level were formerly Electro Blocks, and could only be destroyed with the Zap Chip's weaponry.
- Had the Electro Blocks remained in the final game, Shocking Wacko Stage would have been the only stage in Episode Zero to require unavoidable backtracking for 100% completion, since the stage is on the path to the Zap Chip itself.
|Make a Good Mega Man Level: Episode Zero - Chapter 2 Zap Path|
|Force Facility • Pepsi Zero • Entrance Succession • Projectile Party! • Volt Man Factory • Lightningrod Lab • Shocking Wacko Stage • Out of Order • Stormy Spire|
|List of Bosses|
|Force Guard • Pepsi Man • Octo Brain • Really Goddang Cool Quick Man • Volt Man the Real • Alastor • War Blur|