Nocturnal Assault

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Chapter 2 : Nocturnal Assault

Make a Good Mega Man Level: Episode Zero

MAGMMLEZ-CH2-NocturnalAssault.png
Maybe we should have waited until daybreak.

Nocturnal Assault is the fifth level on the path to the Icicle Chip in Chapter 2 of Make a Good Mega Man Level: Episode Zero. In contrast to the high-tech fortress preceding it, the next stop on Zero's journey is an old-fashioned brick building in the middle of the night. Though light on platforming gimmicks, it defines itself by making use of not just Presses, but also Press'ns. Along with a Stompy reskinned as a giant Press'n, the level uses a custom violet variant that creates short-range shockwaves when landing; a giant version of one of these even serves as the level's boss. A number of small rooms containing useful powerups are blocked off with Destroyable Blocks, with some requiring the Psycho Chip to break.

Strategy

The level starts with a long stretch of Gagabyoalls and Tondealls near spikes, with the Stomp'n miniboss appearing right before the first checkpoint. Ideally, the Z-Burst can clear Tondealls out before they start shooting. After Stomp'n is a set of hallways filled with enemies and Presses, the latter of which assert themselves as the main gimmick of the stage. As most of them hang over spike pits, they need to be triggered before quickly passing through their chains; this is also required for a few horizontal Presses. The checkpoint after these halls takes Zero to a crossroads area filled with small sidepaths. To move forward, he need only go left, but he can also obtain an E-Tank if the Psycho Chip is unlocked, a W-Tank up the two ladders, and a CD by using the Z-Saber to break a block barricading the two lower ladders. A few Bolts can also be obtained, but only with the Double Jump upgrade.

Green Press'ns start appearing alongside Tondealls, both trying to knock Zero into pits. While the Z-Burst can once again deal with the latter, the former's tracking ability often requires either fast movement or hiding under cover to avoid taking damage. The Zap Chip's paralyzing ability may prove useful on them if said chip is unlocked. After some open-air sections followed by more Press-lined hallways, Violet Press'ns are introduced, replacing the normal green ones. These act identically to their devkit versions, but have a little added attack power via the shockwaves they make when landing. At this point, however, the exit isn't too far away, with little challenge of note in the last few sections outside of a small side room containing an E-Tank accessed via the Z-Burst.

Z-Phone Dialogue

Contact Transcript
ZPhoneWily.png Dr. Wily Nocturnal Assault?

Oh, you're entering a more urban area. That area's sort of an older part of the city. Hence all the bricks and such.

They haven't really updated their security, but they also don't really need to. You're in the middle of nowhere!

Just go flying around or something and you'll probably be fine.

ZPhoneKrantz.png Agent Krantz Nocturnal Assault?

That area's home to many Presses, which attack both vertically and horizontally.

There's also a large number of Press'n. Green ones will only aim their spiked stomp at you.

Violet ones, on the other hand, have enough density to create small shockwaves when they land.

ZPhoneGalaxy.png Galaxy Man Oh, when you're at a big crossroads place thing in that fortress, cut down that saber block!

Then you'll just have to prove yourself as an expert crusher-dodger and the CD'll be yours!

ZPhoneYamato.png Yamato Man Yamato Man: Stomp'n Violet? I prefer heliotrope myself, much prettier shade of purple.

This guy is like other Stomp'ns but much more vicious.

When he reaches the edges of the screen, he creates massive shockwaves you need to airdash over!

Overall, though, it's a pretty predictable enemy.

Zero: ...

Yamato Man: ...

Zero: ...I expected more than that, for some reason.

Yamato Man: Not all opponents are interesting, Zero.

Throughout my long time fighting, I only remember a quarter of all my opponents!

Zero: Considering you are a robot, that is quite worrying. Is something wrong with your memory banks?

Yamato Man: My memory banks are perfectly fine, I'll have you know! ...What were we talking about?

ZPhoneKnives.png Knives Knives: Oh, whaat? You think that spot's good?? That's just some rustic military base!

All the robots and other guys there all work for the Higher Power. Can't have them spotting us!

Otherwise, they might send the Ultimate Weapon after us.

Zero: ...What weapon?

Knives: Oh, I dunno. I just have a feeling they have some big weapon!

That's how these things usually go, you know. Secret underground thingy.

Trivia

  • A custom Psycho Chip-sensitive Destroyable Block was created for the level; in the final game, all instances of the object were replaced with InUniverse's chip-sensitive blocks from Toxic Tunnels.
  • Nocturnal Assault is one of two levels in Episode Zero to contain more than one type of Destroyable Block, the other level being Construction of Constructions.


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