When Spike Drops Freeze Over

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Chapter 2 : When Spike Drops Freeze Over

Make a Good Mega Man Level: Episode Zero

MAGMMLEZ-CH2-WhenSpikeDropsFreezeOver.png
Can't have a meltdown if you freeze the spikes, can you? Although, if the ice melts... never mind.

When Spike Drops Freeze Over is the second level on the path to the Icicle Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. Loosely based on Spiky Meltdown from the original Make a Good Mega Man Level, this mine in an icy cave retains its template's use of death spikes and platforming around them. However, this is often complicated by icy terrain and bulky enemies such as Hammer Joes and Cutting Wheels. It also has an additional gimmick with chutes that periodically fire ice rocks - the same kind carried by Hoohoos.

Strategy[edit]

The first few screens are light on difficulty, instead introducing the basic challenge of the level, Drop Platforms over spikes with enemies nearby. Soon afterwards, a screen introducing Cutting Wheels appears; a slide passage to the left leads to a small room with a CD on a Drop Platform, guarded by three Cutting Wheels and a floor of spikes. After a few light challenges, Zero will come across a two-screen tall spike drop, one that requires him to make an airdash to avoid death. Having the Psycho Chip and/or the Double Jump can help, as the lower gravity/extra jump will slow Zero's descent down and make quick movement corrections easier. At the bottom of the drop is the level's first checkpoint.

The next section is a long corridor covered with ice, which causes Zero to have reduced friction. This, and bulky enemies like Cutting Wheels and a Squidon, make platforming around the deadly spikes difficult. If possible, using weapons that can take them out quickly is recommended; the Zap Chip can also paralyze Cutting Wheels and prevent them from chasing Zero. Ice rock dispensers also debut here, demanding care to avoid both the rocks and the fragments made on impact with the ground. Near the end of the corridor, an Au-Au stands on a high ledge; taking this ledge brings Zero right to another CD, but this requires staying on a Drop Platform. If he falls to the bottom, he will have to redo the entire room to get back up if he lacks the Double Jump. After this corridor are multiple rooms with rock dispensers, some of which shoot them horizontally. As always, care is needed to avoid rock fragments, unless the rocks are destroyed before hitting a wall.

Another Squidon rests on a high platform next to a spike pit, and after destroying it, another spike drop appears, this one requiring even more precise airdashes. Take care, because death here means repeating a large chunk of the level due to the lack of a checkpoint. Mercifully, one appears right after the spike drop. The last few sections of the level are comparatively easy, focusing more on fighting enemies and avoiding ice rocks than on dodging spikes. Eventually, Zero will climb his way out of the ice mine and enter an outdoors area with a few enemies. At the very end is an Energy Element resting atop six seemingly-frozen spikes - these are, in fact, fake, and falling through them will lead to a battle with Blizzard Man, the reward for which is the final CD and a ladder climb back up. However, the fake spikes can be easily crossed with an airdash, completely skipping the boss if one wishes.

Z-Phone Dialogue[edit]

Contact Transcript
ZPhoneWily.png Dr. Wily When Spike Drops Freeze Over?

...A lengthy name. And I don't really know why it's called that. But... it's descriptive.

It's one of those ice caves. Would be popular with tourists, but... you know... spikes. Humans don't have an airdash.

So now it's just a mining facility. Oh well. Still dangerous. If a rock gets in your way, just shoot it.

ZPhoneKrantz.png Agent Krantz Krantz: When Spike Falls Freeze Over?

That place has some nasty ice rock dispensers.

The giant rock launched isn't the problem so much as the debris it causes upon breaking.

Some areas are also lined with spikes, so make sure to hold onto your airdash if going downward.

Finally... Gil says there's an abominable snowman there, but I think that's just a bunch of hoo-ha.

Stern: He's real, I tell ya!

ZPhoneGalaxy.png Galaxy Man (CD #1): There should be a little cubbyhole near where you came in, right? Near the rolling wheels?

Just dash on through there and you should be able to see the CD!

(CD #2): Oh, this one's in plain sight, but a tough one! You gotta stay on the upper path.

You should see where! Use your subweapons to take out enemies from a distance if you need to!

(CD #3): For this one, when the Energy Element's in sight, DON'T jump! You'll see why!

Then the CD should be easy pickings from there. Remember, DON'T stay in the air!

ZPhoneYamato.png Yamato Man Yamato Man: Blizzard Man?

You know, I was going to fight that guy in the First Annual Robot Tournament, until it got interrupted by Wily!

I've been meaning to ask him for a rematch, but he doesn't seem interested in fighting.

I wonder why he signed up in the first place?

Zero: And why is he attacking me in this ice cave?

Yamato Man: I mean, let's be honest here, if I saw you in a dark ice cave, I'd strike pre-emptively.

Zero: I do not know how to respond to that.

Yamato Man: His strategy is simple!

Just lure away the snowflakes he summons that home in on you, and jump over him and move to the opposite
side when he rolls towards you, or else he'll hit you when he bounces back.

ZPhoneKnives.png Knives Knives: Spikes! Lots of spikes! But the spike pits there are waayyy too big for the date.

And all the water's all frozen over, too, so we can't go on a fishing trip, either!

That's what's garbage about the North Pole! Everything doesn't exist.

Zero: What? This is not...

Knives: Maybe not, but have you ever heard of the Double Helix Earth theory? Explains a lot.

Trivia[edit]

  • The fake floor before the Energy Element is, of course, a reference to the spike drop fakeout present at the end of Spiky Meltdown in MaGMML1.
  • Seeing as how the Blizzard Man fight can be skipped completely, When Spike Drops Freeze Over is the only standard level in Episode Zero to contain an optional boss battle. All other level bosses either drop/guard an Energy Element or impede level progress in some way and must be defeated to advance.


Make a Good Mega Man Level: Episode Zero - Chapter 2 Icicle Path
Stages
Frosty FieldsWhen Spike Drops Freeze OverRobot Ink Printing FacilityForgotten Fortress: The LabNocturnal AssaultSpringy ScaffoldingBlocBunkerMidnight AuroraMetropolitan Neapolitan
List of Bosses
Blizzard ManStomp'nStomp'n VioletHindjoeWafer Wagon
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