Vertical Vine Venture

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Chapter 2 : Vertical Vine Venture

Make a Good Mega Man Level: Episode Zero

MAGMMLEZ-CH2-VerticalVineVenture.png
There's nowhere to go from here but up. No really, you can't go anywhere else.

Vertical Vine Venture is the second level on the path to the Psycho Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. After going deep into the woods, Zero finds a tall ruined tower overgrown with vegetation, from thorny vines that jut in and out of small vents, to spiked plants that move back and forth across an area. Notably, progression through the level is entirely vertical, with almost no sidepaths and the screen never once moving left or right.

Strategy[edit]

The first screen introduces Ibaroids; spiked vines that poke outwards at regular intervals. They appear throughout the following screens as traps to be avoided, while Pukapellys fly after Zero; however, the Z-Burst can easily deal with them in one strike. The section above has two paths leading upward; one has Hanabiran Clock Arms as hazards (and a few small Bolts), while the other uses Ibaroids. Both paths meet up at an area with shifting spikes, which aren't lethal like typical spikes. One checkpoint later, and Zero takes a door to an elevator that rises past rows of static and shifting spikes, as well as Hanabiran Clock Arms and falling Nombrellans. If the Icicle Chip has been collected by this point, the Icicle Drive's shield can be used to completely ignore the spikes, which won't even affect the shield's durability. Even without it, the spikes can't crush Zero if he stands between them and the ground.

A few screens after the elevator, Illusians start appearing, and will create fake spikes over empty space while turning real spikes invisible. Ranged weapons that can reach Illusians quickly (such as the Zap Chip's Z-Saber or the Cutter Chip's Blank Drive) are ideal to avoid becoming confused. A little higher up, more Pukapellys and gimmicks try to damage Zero, with the moving spikes adopting more complex and varied movement patterns over simple left/right movement. Just before the end, a second elevator ride occurs, again featuring moving spikes (albeit grouped together in larger numbers and placed closer to each other). Illusians will often fly by and cover up safe spots between spike rows, and with how quickly they appear at the top of the screen, often the only safe way to get by is to memorize where they stop. At the very top of the tower, the boss Bone Dragon is challenged for an Energy Element.

Z-Phone Dialogue[edit]

Contact Transcript
ZPhoneWily.png Dr. Wily Vertical Vine Venture?

The ruins that only go straight up? Yeah, it's weird. Nobody knows why it's built like that.

I guess a mysterious ruin is a nice break from a mysterious factory, though.

And, hey, it makes for a great scenic skydiving spot. I take a trip there yearly!

ZPhoneKrantz.png Agent Krantz Stern: Vertical Vine Venture?

Oh geez... that place? It's filled with what used to be more generic spike traps, but the vegetation from the surrounding
area overtook the tower, changing their appearance.

They should act mostly the same though, so time your movements carefully.

The higher up areas also have spikes coming from your backside.

On the plus side, if you have a shield of some kind, you might be able to protect against most of the traps!

ZPhoneYamato.png Yamato Man Bone Dragon?

What are those gross bulb things it's coming in and out of?! I'll just... try not to think about it.

Every time it comes out of a bulb there's two things it can do: If its face is red, it'll shoot a large fireball aimed at you,
which you can blow up right in your face by accident if you shoot at it!

Otherwise, it'll just fly by, and only shoot bones aimed at you every time you shoot it.

If you see its face is red, keep your distance!

ZPhoneKnives.png Knives Knives: Oh, you're at the super crazy really tall tower. All overgrown and stuff.

You know, dating at the top of that place COULD be pretty precarious...

Zero: It would be a... shame if you fell off.

Knives: The risk is what makes it such a unique dating spot! Hehehe.

But there's no COOL plants there, like venus fly traps or poison death demons.

The skeleton dragon is also a concern, 'cuz they'd ruin the peace. So maybe not...

Trivia[edit]


Make a Good Mega Man Level: Episode Zero - Chapter 2 Psycho Path
Stages
The Red WoodsVertical Vine VentureString TheoryCursor CorruptionTemporal PillarBubble BaseWicked WaterworksIn the FleshSpace Jam
List of Bosses
Totem Polen PlusTotem Polen EXBone DragonSpider PottonRecluse WomanInternet DestroyerCursorSakuya IzayoiToad Man Bubble BaseSplash Woman's RevengeHaiker GCWU-41BIntest TinheadBaskette Ball
Make a Good Mega Man Level: Episode Zero
Characters
Zero (Costumes) • Dr. WilySRARA (SRARA Up n' DownSRARA JoeSRARA Shield AttackerSRARA Met) • Agent KrantzAgent SternDr. HydeGalaxy ManYamato ManPirate Man
DuoTrioKnives
Special Weapons
Weapons
Z-BusterZ-SaberZ-BurstBlank Drive
Chips
Cutter ChipFlame ChipIcicle ChipZap ChipPsycho Chip
Chapter 1 Stages
Explosive FreefallSurveillance CanyonGusty GorgeDefeat the Giant Spear Man!Contra BaseKingdom CrisisLost ValleySkyhigh RidgeTwilight TerraceAbandoned LabSubterranean StrongholdVertical Hunger
Chapter 2 Stages
Flame Path
Scorched FactoryHot StepsRecoil ReconDispute Over SawbladesScarlet TempleRefurbished PyramidSurfboard ShowdownOffshore Hangar ClusterHorizon Zero
Icicle Path
Frosty FieldsWhen Spike Drops Freeze OverRobot Ink Printing FacilityForgotten Fortress: The LabNocturnal AssaultSpringy ScaffoldingBlocBunkerMidnight AuroraMetropolitan Neapolitan
Zap Path:
Force FacilityPepsi ZeroEntrance SuccessionProjectile Party!Volt Man FactoryLightningrod LabShocking Wacko StageOut of OrderStormy Spire
Psycho Path:
The Red WoodsVertical Vine VentureString TheoryCursor CorruptionTemporal PillarBubble BaseWicked WaterworksIn the FleshSpace Jam
Other:
Construction of ConstructionsMojo DojoS.R.A.R.A. HQ
Chapter 3 Stages
Entrance to Tier XGhouls n' GhastsToxic TunnelsLooping Growth GardenRainbow RavineShift PostingPsionic Space StationIce BreakerCode LandfillLily Airpad
Null and Void
Locations
Mega CityDr. Wily's Secret Bunker
Chapter 1 Bosses
Mega ManDangerous DuckGiant Spear ManSRARA Up n' DownGomeramos KingDethgerbisPiranhabiranThwomp ManHoney WomanDoc Robot OverloadedPunkBoomer KuwangerGiga Kuwagata
Chapter 2 Bosses
Flame Path
Elemental AcesFighting FefnirFire Boy GHBlade Man DOSSparky
Icicle Path
Blizzard ManStomp'nStomp'n VioletHindjoeWafer Wagon
Zap Path
Force GuardPepsi ManOcto BrainReally Goddang Cool Quick ManVolt Man the RealAlastorWar Blur
Psycho Path
Totem Polen PlusTotem Polen EXBone DragonSpider PottonRecluse WomanInternet DestroyerCursorSakuya IzayoiToad Man Bubble BaseSplash Woman's RevengeHaiker GCWU-41BIntest TinheadBaskette Ball
Other
SRARA JoeSRARA Shield AttackerDuo
Chapter 3 Bosses
SRARA MetChesderChesder's RevengeRed Arremer ManAmoeba DroidPsionic ManGiga Count 2.0Cloud Devil 2.0Toad Man
Null and Void
Alter ArchiveBig ChungusDust ManElec ManElec SpineHatter JoeIllumina AlphaMagmatronMega Man 2 NETAPepsi Man's RevengePico ShuffleQuick ManTrailing Zero
Final Bosses
SRARAUnununiumTrio
Optional Bosses
Hyper PicketmanYamato ManCutter GolemFlame GolemIcicle GolemZap GolemPsycho GolemGameStop Duck