Difference between revisions of "Mega City"

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The first time entering the stage, Zero comes across [[Sophie Hyde|Dr. Sophie Hyde]] being pestered by [[SRARA]] over the simulation technology of the upcoming festival, and after a fight against [[SRARA Up N' Down]], Dr. Hyde thanks the decoy bot and gifts him with the Cutter Drive and Blank Drive for the use of testing.
 
The first time entering the stage, Zero comes across [[Sophie Hyde|Dr. Sophie Hyde]] being pestered by [[SRARA]] over the simulation technology of the upcoming festival, and after a fight against [[SRARA Up N' Down]], Dr. Hyde thanks the decoy bot and gifts him with the Cutter Drive and Blank Drive for the use of testing.
  
After meeting up with Dr. Wily for the first time in his bunker, Zero must return to Mega City to gather more information. For subsequent visits, Mega City is now opened past Dr. Hyde's tent—granting the player access to the Dojo (if [[Mojo Dojo]] is completed), Chateau Chevaleresque, a weapon training simulation in [[Tier_6_(MaGMML2)|Tier 6]], a Museum of Robotics History, and the offices of Agents Rosalyn Krantz and Gilbert D. Stern. From here, Zero learns of the history of Mega Man and is hired by Agent Krantz and Stern (mostly Krantz) to subtly track down SRARA. Only after talking with the Agents does Zero feel an invigorated surge of heroism, teleports away, and begins Chapter 2 proper.
+
After meeting up with Dr. Wily for the first time in his bunker, Zero must return to Mega City to gather more information. For subsequent visits, Mega City is now opened past Dr. Hyde's tent—granting the player access to various locations; most notably the Museum of Robotics History, and the offices of Agents Rosalyn Krantz and Gilbert D. Stern. From here, Zero learns of the history of Mega Man and is hired by Agent Krantz and Stern (mostly Krantz) to subtly track down SRARA. Only after talking with the Agents does Zero feel an invigorated surge of heroism, teleports away, and begins Chapter 2 proper.
  
(Rough draft at the moment.)
+
==Points of Interest==
 +
*'''Tier 1 Tent:''' Though Light Labs may be closed down, Dr. Hyde's tent is open for Zero to check on what remaining Drive Chips need to be collected.
 +
 
 +
*'''Chateau Chevaleresque:''' The Chateau may not sell alcohol this time around, but Zero is still free to chat with Knight Man and other NPCs. Fake Man can be talked to to temporarily disable upgrades, and a jukebox is to the right of the lower floor to listen to the game's tunes. Pirate Man is close by, in case you want his Z-Phone contact as well.
 +
 
 +
*'''Tier 6 Training Simulation:''' The batty programmer in Tier 6 seems to have seen Zero in his dreams, so Zero gets free access to a training simulation, if the player ever needs to test new weapons.
 +
 
 +
*'''Museum:''' To learn the history of Mega Man, Zero first must head to the Museum, where not only the history of the Mega Man games are held, but also the beginning of sentient robots (through government military testing and [[Proto Man| the Blues Project]]), the Ra Moon and Stardroid incidents, the IC chips, the popularity of Mets, and the current development of advanced simulation technology.
 +
 
 +
*'''Krantz and Stern's Office:''' The federal agents' offices are where Zero is tasked with tracking down SRARA, and given a Z-Phone contact.
 +
 
 +
*'''The Dojo:''' Only accessible after completing [[Mojo Dojo]], Yamato Man's smaller Dojo is finally open. From here Zero can access the Boss Gallery, where Zero can refight every boss and miniboss in the game (even the joke 'fight' against Mega Man from the game's intro).
  
 
==Trivia==
 
==Trivia==
 
* [[Chill Man]] can be encountered as an NPC, who recently signed up to have his likeness be used in the upcoming festival, and worries about his face being plastered about way too much. This is a reference to his presence as a frequently-used devkit boss in Make a Good Mega Man Level 2.
 
* [[Chill Man]] can be encountered as an NPC, who recently signed up to have his likeness be used in the upcoming festival, and worries about his face being plastered about way too much. This is a reference to his presence as a frequently-used devkit boss in Make a Good Mega Man Level 2.
 +
* The test dummy hologram in Tier 6's Training Simulation is Dan Hibiki from the ''Street Fighter'' games, known for his overconfidence and laughable difficulty as an opponent. 
  
 
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]
 
[[Category:Make a Good Mega Man Level: Episode Zero Stages]] [[Category:Stages]]

Revision as of 11:25, 2 July 2020

Chapter 1 : Mega City

Make a Good Mega Man Level: Episode Zero

MaGMMLEZ-CH1-MegaCity.png
The Center of Advanced Robotics!


Mega City is one of the hub areas in Make a Good Mega Man Level: Episode Zero. Based off of the same location in the Archie Comics, Mega City is a bustling urban district, home to Light Labs (and later renamed to its current moniker in Mega Man's honor), and the setting of Make a Good Mega Man Level 2, Zero is tasked with traversing through the city en route to Dr. Wily's Secret Bunker.

The first time entering the stage, Zero comes across Dr. Sophie Hyde being pestered by SRARA over the simulation technology of the upcoming festival, and after a fight against SRARA Up N' Down, Dr. Hyde thanks the decoy bot and gifts him with the Cutter Drive and Blank Drive for the use of testing.

After meeting up with Dr. Wily for the first time in his bunker, Zero must return to Mega City to gather more information. For subsequent visits, Mega City is now opened past Dr. Hyde's tent—granting the player access to various locations; most notably the Museum of Robotics History, and the offices of Agents Rosalyn Krantz and Gilbert D. Stern. From here, Zero learns of the history of Mega Man and is hired by Agent Krantz and Stern (mostly Krantz) to subtly track down SRARA. Only after talking with the Agents does Zero feel an invigorated surge of heroism, teleports away, and begins Chapter 2 proper.

Points of Interest

  • Tier 1 Tent: Though Light Labs may be closed down, Dr. Hyde's tent is open for Zero to check on what remaining Drive Chips need to be collected.
  • Chateau Chevaleresque: The Chateau may not sell alcohol this time around, but Zero is still free to chat with Knight Man and other NPCs. Fake Man can be talked to to temporarily disable upgrades, and a jukebox is to the right of the lower floor to listen to the game's tunes. Pirate Man is close by, in case you want his Z-Phone contact as well.
  • Tier 6 Training Simulation: The batty programmer in Tier 6 seems to have seen Zero in his dreams, so Zero gets free access to a training simulation, if the player ever needs to test new weapons.
  • Museum: To learn the history of Mega Man, Zero first must head to the Museum, where not only the history of the Mega Man games are held, but also the beginning of sentient robots (through government military testing and the Blues Project), the Ra Moon and Stardroid incidents, the IC chips, the popularity of Mets, and the current development of advanced simulation technology.
  • Krantz and Stern's Office: The federal agents' offices are where Zero is tasked with tracking down SRARA, and given a Z-Phone contact.
  • The Dojo: Only accessible after completing Mojo Dojo, Yamato Man's smaller Dojo is finally open. From here Zero can access the Boss Gallery, where Zero can refight every boss and miniboss in the game (even the joke 'fight' against Mega Man from the game's intro).

Trivia

  • Chill Man can be encountered as an NPC, who recently signed up to have his likeness be used in the upcoming festival, and worries about his face being plastered about way too much. This is a reference to his presence as a frequently-used devkit boss in Make a Good Mega Man Level 2.
  • The test dummy hologram in Tier 6's Training Simulation is Dan Hibiki from the Street Fighter games, known for his overconfidence and laughable difficulty as an opponent.