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** Bokazurah Blocks from ''VideoGame/MegaMan9'' can be passed through if placed on one side of a screen transition and not the other, which level creators can use as a sort of one-way door. Teetering on the fine line between "feature" and "bug" due to seemingly being a product of how level objects are loaded, but still glitch-like enough to be one.
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July 3, 2023 saw the arrival of 1.8.4 patch. Several new assets were brought to the table, along with previously teased enemies like Kamikamin and Feeber. Many quality-of-life improvements were implemented (different colors for Arrows, overabundance of rain no longer slows the game down to a crawl, etc.). 8 variations of Lava serve as major and long-requested additions.

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July 3, 2023 saw the arrival of 1.8.4 patch. Several new assets were brought to the table, along with previously teased enemies like Kamikamin and Feeber. Many quality-of-life improvements were implemented (different colors for Arrows, overabundance of rain no longer slows the game down to a crawl, etc.). 8 variations of Lava serve as major and long-requested additions.
additions. Another surprise came from [=WreckingPrograms=] himself, [[https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwjz7tqH4oqCAxWqKRAIHXlEBFAQFnoECAkQAQ&url=https%3A%2F%2Ftwitter.com%2FWreckingProg&usg=AOvVaw1e5oE_JvDnl2Pli1bq3n1L&opi=89978449 who has returned to his Mega Man Maker duties]] as a manager of the project, replacing Goldstorm (who has retired since the arrival of this patch).



** Version 1.8.4 brings Kamikamin - aka the treasure chest enemy from ''[=MM&B=]''. The harmless variety houses items, while the enemy counterparts actively hunt the player after being shot. If they latch onto the character, they have to be shaken off.

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** Version 1.8.4 brings Kamikamin - aka a.k.a. the treasure chest enemy from ''[=MM&B=]''. The harmless variety houses items, while the enemy counterparts actively hunt the player after being shot. If they latch onto the character, they have to be shaken off.



** Starting with Version 1.7.4, an 8-bit rendition of the title theme from ''VideoGame/ThirtyXX'' (an indie video game project [=WreckingPrograms=] is working on) can be accessed for usage in the Level Builder. [[spoiler:The player has to simply type in ''[=30XX=]'' at the very first title screen.]]

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** Starting with Version 1.7.4, an 8-bit rendition of the title theme from ''VideoGame/ThirtyXX'' (an indie video game project [=WreckingPrograms=] is working on) has worked on before rejoining the ''Mega Man Maker'') can be accessed for usage in the Level Builder. [[spoiler:The player has to simply type in ''[=30XX=]'' at the very first title screen.]]



** The purpose of item blocks is to invoke this with the selected item.

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** The purpose of item Item blocks is to invoke this with the selected item.
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** Starting with Version 1.7.4, an 8-bit rendition of the title theme from ''VideoGame/{{30XX}}'' (an indie video game project [=WreckingPrograms=] is working on) can be accessed for usage in the Level Builder. [[spoiler:The player has to simply type in ''[=30XX=]'' at the very first title screen.]]

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** Starting with Version 1.7.4, an 8-bit rendition of the title theme from ''VideoGame/{{30XX}}'' ''VideoGame/ThirtyXX'' (an indie video game project [=WreckingPrograms=] is working on) can be accessed for usage in the Level Builder. [[spoiler:The player has to simply type in ''[=30XX=]'' at the very first title screen.]]
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Whoops, sorry, my mistake.


** Starting with Version 1.7.4, an 8-bit rendition of the title theme from ''VideoGame/30XX'' (an indie video game project [=WreckingPrograms=] is working on) can be accessed for usage in the Level Builder. [[spoiler:The player has to simply type in ''[=30XX=]'' at the very first title screen.]]

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** Starting with Version 1.7.4, an 8-bit rendition of the title theme from ''VideoGame/30XX'' ''VideoGame/{{30XX}}'' (an indie video game project [=WreckingPrograms=] is working on) can be accessed for usage in the Level Builder. [[spoiler:The player has to simply type in ''[=30XX=]'' at the very first title screen.]]
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** Starting with Version 1.7.4, an 8-bit rendition of the title theme from ''[=30XX=]'' (an indie video game project [=WreckingPrograms=] is working on) can be accessed for usage in the Level Builder. [[spoiler:The player has to simply type in ''[=30XX=]'' at the very first title screen.]]

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** Starting with Version 1.7.4, an 8-bit rendition of the title theme from ''[=30XX=]'' ''VideoGame/30XX'' (an indie video game project [=WreckingPrograms=] is working on) can be accessed for usage in the Level Builder. [[spoiler:The player has to simply type in ''[=30XX=]'' at the very first title screen.]]
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*** Plug Man's second background: "You can plug in stuff up to the power of [[Film/BackToTheFuture 1.21 gigawatts]]."

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*** Plug Man's second background: "You can plug in stuff up to the power of [[Film/BackToTheFuture [[Franchise/BackToTheFuture 1.21 gigawatts]]."
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** Many players were expecting the addition of Lava for a long time. 1.8.4 patch finally took care of it; it's possible to use many skins of lava from different ''Mega Man'' titles.

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July 3, 2023 saw the arrival of 1.8.4 patch. Several new assets were brought to the table, along with previously teased enemies like Kamikamin and Feeber. Many quality-of-life improvements were implemented (different colors for Arrows, overabundance of rain no longer slows the game down to a crawl, etc.). 8 variations of Lava serve as major and long-requested additions.



* ChestMonster: Anti-Eddies will spring up when characters get close to certain items - and will run off with them if players don't deal with them fast enough.

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* ChestMonster: ChestMonster:
**
Anti-Eddies will spring up when characters get close to certain items - and will run off with them if players don't deal with them fast enough.enough.
** Version 1.8.4 brings Kamikamin - aka the treasure chest enemy from ''[=MM&B=]''. The harmless variety houses items, while the enemy counterparts actively hunt the player after being shot. If they latch onto the character, they have to be shaken off.
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Per TRS, this is YMMV


* CameraScrew: Can happen due to clunky screen transitions - or not leaving 2-tiles of space from one another. Badly placed cojoined and transitional screens can cause the camera to freak out, especially if placed near a vertical one without ladders or the boss doors.

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* RandomNumberGod: As seen from its announcement trailer, Command Selection allows the player to pick from 4 different weapons at any time. Repeated usage always picks random weapons to choose from, along with 2 additional spells called Heal and Kamikazee.

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* RandomNumberGod: As seen from its announcement trailer, RandomNumberGod:
**
Command Selection allows the player to pick from 4 different weapons at any time. Repeated usage always picks random weapons to choose from, along with 2 additional spells called Heal and Kamikazee.Kamikazee.
** Uber Chain's '''Critical Hits''' work on the same principle. They serve as a great way to fill up the weapon bar faster, as well as prolong the invincibility period.
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Version 1.8 had proven itself to be a massive update. After almost 2 years of hard work and multitude of setbacks, it finally arrived on November 25, 2022. Aside from introducing aesthetical assets, weapons and gimmicks from ''VideoGame/MegaManAndBass'', it does the same with ''[[VideoGame/MegaManDrWilysRevenge all]]'' ''[[VideoGame/MegaManII/five]]'' ''[[VideoGame/MegaManIII Game]]'' ''[[VideoGame/MegaManIV Boy]]'' ''[[VideoGame/MegaManV titles]]''. The biggest surprise comes in form of long-rumored Wily Fortress bosses taken from the entire NES saga. The update also significantly improves the experience when it comes to constructing - and playing - larger levels by means of reducing loading times. The server underwent the same optimization procedure.

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Version 1.8 had proven itself to be a massive update. After almost 2 years of hard work and multitude of setbacks, it finally arrived on November 25, 2022. Aside from introducing aesthetical assets, weapons and gimmicks from ''VideoGame/MegaManAndBass'', it does the same with ''[[VideoGame/MegaManDrWilysRevenge all]]'' ''[[VideoGame/MegaManII/five]]'' ''[[VideoGame/MegaManII five]]'' ''[[VideoGame/MegaManIII Game]]'' ''[[VideoGame/MegaManIV Boy]]'' ''[[VideoGame/MegaManV titles]]''. The biggest surprise comes in form of long-rumored Wily Fortress bosses taken from the entire NES saga. The update also significantly improves the experience when it comes to constructing - and playing - larger levels by means of reducing loading times. The server underwent the same optimization procedure.
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Version 1.8 had proven itself to be a massive update. After almost 2 years of hard work and multitude of setbacks, it finally arrived on November 25, 2022. Aside from introducing aesthetical assets, weapons and gimmicks from ''Mega Man & Bass'', it does the same with ''all five Game Boy titles''. The biggest surprise comes in form of long-rumored Wily Fortress bosses taken from the entire NES saga. The update also significantly improves the experience when it comes to constructing - and playing - larger levels by means of reducing loading times. The server underwent the same optimization procedure.

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Version 1.8 had proven itself to be a massive update. After almost 2 years of hard work and multitude of setbacks, it finally arrived on November 25, 2022. Aside from introducing aesthetical assets, weapons and gimmicks from ''Mega Man & Bass'', ''VideoGame/MegaManAndBass'', it does the same with ''all five Game Boy titles''.''[[VideoGame/MegaManDrWilysRevenge all]]'' ''[[VideoGame/MegaManII/five]]'' ''[[VideoGame/MegaManIII Game]]'' ''[[VideoGame/MegaManIV Boy]]'' ''[[VideoGame/MegaManV titles]]''. The biggest surprise comes in form of long-rumored Wily Fortress bosses taken from the entire NES saga. The update also significantly improves the experience when it comes to constructing - and playing - larger levels by means of reducing loading times. The server underwent the same optimization procedure.
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* GodMode: Normally, Uber Chain's energy bar is filled up by striking enemies. Activating this weapon provides the player with invincibility for 10 seconds; this period can be prolonged by engaging in further melee combat. If Uber Chain is placed in the first weapon slot, however, the character becomes invincible ''until the entire level is complete''.
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*** Water Wave, however, works on the opposite principle (minus the "pushing away" part).
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* StoneWall: One of the two ''VideoGame/SuperSmashBros'' weapons is the Shine (or Reflector); a shield-based weapon that allows players to reflect nearly any projectile back onto the attackers. It can be held as long as players want, while mashing the shoot button in mid-air is enough to get extended air time. This weapon outclasses the canon shield weaponry such as the [[VideoGame/MegaMan2 Leaf Shield]], [[VideoGame/MegaMan4 Skull Barrier]], [[VideoGame/MegaMan5 Star Crash]] and [[VideoGame/MegaMan10]] in (almost) every way. The downsides are that players cannot move whenever Shine is active (except falling by gravity, but it resets when the button is pressed), it doesn't protect them from collision-based enemies, and attacking enemies that don't throw long-range projectiles with Shine requires to get up close to them, risking collision damage.

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* StoneWall: One of the two ''VideoGame/SuperSmashBros'' weapons is the Shine (or Reflector); a shield-based weapon that allows players to reflect nearly any projectile back onto the attackers. It can be held as long as players want, while mashing the shoot button in mid-air is enough to get extended air time. This weapon outclasses the canon shield weaponry such as the [[VideoGame/MegaMan2 Leaf Shield]], [[VideoGame/MegaMan4 Skull Barrier]], [[VideoGame/MegaMan5 Star Crash]] and [[VideoGame/MegaMan10]] [[VideoGame/MegaMan10 Water Shield]] in (almost) every way. The downsides are that players cannot move whenever Shine is active (except falling by gravity, but it resets when the button is pressed), it doesn't protect them from collision-based enemies, and attacking enemies that don't throw long-range projectiles with Shine requires to get up close to them, risking collision damage.
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** Magic Card can grab items even vertically, just like in ''Video/Game/MegaManAndBass''.

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** Magic Card can grab items even vertically, just like in ''Video/Game/MegaManAndBass''.''VideoGame/MegaManAndBass''.

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** ''Proto Man'' has his shield - and he can naturally slide and charge his buster shot (no option to disable those for him). He's the only characters who has access to the Proto Strike (a regular buster shot with the strength of a charge shot); however, he can also take double damage to counterbalance such strength, putting him into the '''Power''' category.
** ''Roll'' by default has a much shorter range melee attack thanks to her Roll Swing, but she can deal more damage quicker with her combos. She also has access to a very useful Dodge Roll that can give her invincibility, setting her as a '''Skill''' character.

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** ''Proto Man'' has his shield - and he can naturally slide and charge his buster shot (no option to disable those for him). He's the only characters character who has access to the Proto Strike (a regular buster shot with the strength of a charge shot); however, he can also take double damage to counterbalance such strength, putting him into the '''Power''' category.
** ''Roll'' by default has a much shorter range melee attack thanks to her Roll Swing, but she can deal more damage quicker with her combos. She also has access to a very useful Dodge Roll that can give her toggable invincibility, setting her as a '''Skill''' character.



* MalevolentArchitecture: Encouraged by Dr. Wily in the Tutorial, and depending on what kind of level builder you are you can make the player's life as difficult as possible with tough jumps and a level tailor-made to screw them over by giving every disadvantage possible.
* MarathonLevel: Some maps can be truly gargantuan in size, especially those of the {{Metroidvania}} style, and take a long time to finish with some reported cases varying between 20 minutes to over ''1 hour''.
* MeaninglessLives: Normally, 1-ups only refill your health meter, but in Wily Challenge mode, they actually count.

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* MalevolentArchitecture: Encouraged by Dr. Wily in the Tutorial, and depending on what kind of level builder you are you builders the players are, they can make the player's life courses as difficult as possible with tough jumps and a level tailor-made possible, ensuring to screw them over by giving give casual fans every disadvantage possible.
* MarathonLevel: Some maps can be truly gargantuan in size, especially those of the {{Metroidvania}} style, and take a long time to finish - with some reported cases varying between 20 minutes to over ''1 hour''.
* MeaninglessLives: Normally, 1-ups only refill your the health meter, meter - but in Wily Challenge mode, they actually count.



* MooksButNoBosses: Some levels don't have bosses at all, instead they have Energy Elements or Party Balls to end them.
* MoveInTheFrozenTime: Bosses immune or not weak to Time Stopper or Flash Stopper can still move as normal.

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* MooksButNoBosses: Some levels don't have bosses at all, instead they have Energy Elements or Elements, Party Balls or grey-colored Targets to end them.
* MoveInTheFrozenTime: Bosses immune or not weak to either Time Stopper or Flash Stopper can still move as normal.



** One of the included example levels is a recreation of the first Wily Castle stage from ''VideoGame/MegaMan2'', except with enemies that weren't present in ''Mega Man Maker'' substituted for different ones and the [[VideoGame/MegaMan1 Magnet Beam]] in Mega Man's arsenal, as ''Mega Man Maker'' lacked the three Items before the 1.2.0 update. The boss of the stage, [[VideoGame/MegaMan4 Pharaoh Man]], is even utilised in a creative way to emulate the Mecha Dragon battle from the original.

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** One of the included example levels is a recreation of the first Wily Castle stage from ''VideoGame/MegaMan2'', except with enemies that weren't present in ''Mega Man Maker'' substituted for different ones and the [[VideoGame/MegaMan1 Magnet Beam]] in Mega Man's arsenal, as ''Mega Man Maker'' lacked the three Items before the Version 1.2.0 update. The boss of the stage, [[VideoGame/MegaMan4 Pharaoh Man]], is even utilised in a creative way to emulate the Mecha Dragon battle from the original.



* NotTheIntendedUse: Bound to happen with the plethora of stuff available and the near infinite combination of obstacle, enemies and boss immunities. Many of maps of the GimmickLevel type loves to twist and subvert how certain weapons and objects interact with each other too.
** Aesthetically speaking there's some creative use for level objects like, say, Crash Lifts to make it look like it's attaching platforms to the ceiling instead of just having them just dangling mid-air.
* NoticeThis: Sometimes level builders will make creative use of tiles, enemies, level objects or pick ups to get the player's attention to a particular spot or as an attempt to warn them of something ahead.

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* NotTheIntendedUse: Bound to happen with the plethora of stuff available and the near infinite combination of obstacle, obstacles, enemies and boss immunities. immunities/weaknesses. Many of maps that are of the GimmickLevel type loves love to twist and subvert how certain weapons and objects interact with each other too.
** Aesthetically speaking speaking, there's some creative use for level objects like, say, for example, Crash Lifts to make it look like it's attaching platforms to the ceiling instead of just having them just dangling mid-air.
mid-air. ''MMLV Editor'' program (separate from the ''Mega Man Maker'' itself) is also a huge help when the autotiler seems to mess some stuff up.
* NoticeThis: Sometimes level builders will make creative use of tiles, enemies, level objects or pick ups to get the player's attention to a particular spot - or as an attempt to warn them of something ahead.



** Will happen if the player character touches [[SpikesOfDoom spikes]], ignited oil (at least both without the Skull Shield active), gets crushed by rising platforms, touches the red Force Beams, or touches the Magma Beams.
** Metal Man will be immediately defeated if he touches a reflected Metal Blade initially fired by him, even if he is set to be immune to Metal Blade. Alternatively, if set to be weak to the Metal Blade, Metal Man will be defeated in one shot. This is a nod to his infamous weakness to the weapon, being defeated easily by it in one shot (on Normal difficulty) or two (on Difficult and the Japanese ''Rockman 2'' version)
** The Fire Wall will destroy almost all enemies, all bosses, and the player character unless it is frozen.
** Bosses can be killed via crushing or plummeting in bottomless pits regardless of how many immunities they've been given. Sometimes these are the ''only'' ways to kill them.

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** Will happen if the player character touches [[SpikesOfDoom spikes]], ignited oil or napalm (at least both without the Skull Shield active), gets crushed by rising platforms, touches the red Force Beams, or touches the Magma Beams.
Beams, gets squished by any variety of Push Blocks, or is too late to move out of the way of the walls made out of timed On/Off blocks.
** Metal Man will be immediately defeated if he touches a reflected Metal Blade initially fired by him, even if he is set to be immune to Metal Blade. said weapon. Alternatively, if set to be weak to the Metal Blade, Metal Man it, he will still be defeated in one shot. This is a nod to his infamous weakness to the weapon, being defeated destroyed easily by it in one shot (on Normal difficulty) or two (on Difficult and the Japanese ''Rockman 2'' version)
version).
** The Fire Wall will destroy almost all enemies, all bosses, and the player character - unless it is frozen.
** Bosses can be killed via crushing or plummeting in bottomless pits regardless of how many immunities they've been given. Sometimes Sometimes, these are the ''only'' ways to kill them.



* PerpetualBeta: The game has received updates since its initial release and is intended to remain in development to add more elements from the ''Mega Man'' classic series or from the team.

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* PerpetualBeta: The game has received updates since its initial release and release. It is intended to remain in development to add more elements from the ''Mega Man'' classic series or from the team.



** As to be expected, there are several hardcore platforming levels entirely designed around either the Top Spin, the Charge Kick, the Mega Ball, the Nado, or the Shine weapons and as of the 1.4.0 update introducing the adapters, the Jet and Super Adapters, because they enhance Mega Man's air mobility.

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** As to be expected, there are several many hardcore platforming levels entirely designed around either the usage of mobility options like Top Spin, the Charge Kick, the Mega Ball, the Nado, Tengu Blade, Break Dash, Uber Chain, or even the Shine weapons and as of the 1.4.0 update introducing the adapters, Shine. Same also goes towards the Jet and Super Adapters, because they enhance Mega Man's air mobility.



** Dr. Wily even suggests that you should add as many as possible in the tutorial to give Mega Man a difficult time.

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** Dr. Wily even suggests that you anyone should add as many of the former objects as possible in the tutorial to give Mega Man a difficult time.



* PowerCopying: Downplayed. An update allow players to make boss give them Special Weapons, it doesn't have to be their original weapon (or even a logical one).
* PoisonMushroom: The "Weapon Remover" takes away a specific weapon from the player. Players are usually forced to pick it in order to prevent them from having a weapon that would make a part of the map too easy. Alternatively it's used to force players to swap weapons as well.
* PowerUpLetdown: Oil can transform fire weapons into liabilities, since those will ignite the oil and make it lethal unless it is cooled with the Water Wave.

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* PowerCopying: Downplayed. An update allow players to Players can make boss bosses give them Special Weapons, it doesn't Weapons - which don't have to be their own original weapon weapons (or even a the logical one).
ones).
* PoisonMushroom: The "Weapon Remover" takes away a specific weapon from the player. weapon. Players are usually forced to pick it in order to prevent them from having a weapon any option that would make a part of the map too easy. Alternatively it's Alternatively, this tools is used to force players them to swap weapons the provided arsenal as well.
* PowerUpLetdown: Oil and napalm can transform fire weapons into liabilities, since those will ignite the oil obstacles and make it lethal unless it is cooled them lethal. Unless the players can douse them with the Water Wave.water-type weaponry, that is.



** The Ring Boomerang has the item-gathering properties from ''VideoGame/MegaManIV'', which was also present in ''VideoGame/RockmanMinusInfinity''.
** The Hornet Chaser can collect items much like it does in ''VideoGame/MegaMan9''.

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** The Ring Boomerang has the item-gathering properties from ''VideoGame/MegaManIV'', which was also present in ''VideoGame/RockmanMinusInfinity''.
** The Hornet Chaser can collect items much like it does in ''VideoGame/MegaMan9''.''VideoGame/MegaMan9''.
** Magic Card can grab items even vertically, just like in ''Video/Game/MegaManAndBass''.



* RandomNumberGod: As seen from its announcement trailer, Command Selection allows the player to pick from 4 different weapons at any time. Repeated usage always picks random weapons to choose from, along with 2 additional spells Heal and Kamikazee.
* RespawningEnemies: As it is expected. Putting enemies on screen edges can cause them to spontenously despawn, however.

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* RandomNumberGod: As seen from its announcement trailer, Command Selection allows the player to pick from 4 different weapons at any time. Repeated usage always picks random weapons to choose from, along with 2 additional spells called Heal and Kamikazee.
* RespawningEnemies: As it is expected. Putting enemies on screen edges can cause them to spontenously despawn, spontaneously despawn and cause CollisionDamage, however.



** Since the Wily Challenge uses random user-created levels, it is possible to find levels with diverse difficulty. Because each level is randomly picked, there's no telling what the next stage has in store for you. It becomes worse when set to Hard (the difficulty just adjusts your lives counter) and the length to Long. Thankfully, the levels can be skipped, but at the cost of one of your lives. So if you die to a hard level and decide to skip it, it will ultimately cost you two lives.
** This can happen in level building if the person building it isn't careful. Especially when spikes and bottomless pits gets involved.

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** Since the Wily Challenge uses random user-created levels, it is possible to find levels courses with diverse difficulty. Because each level of them is randomly picked, there's no telling what the next stage has in store for you. the players. It becomes worse when the difficulty is set to Hard (the difficulty just adjusts your lives counter) and the length to Long. Thankfully, the levels can be skipped, but at the cost of one of your lives. So if you die to penalty for is a hard level and decide to skip it, it will ultimately cost you two lives.
single life.
** This can happen in level building any level, if the person building it isn't careful. Especially when spikes and bottomless pits gets get involved.



** Oil tempts the player to let fire fall over it.

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** Oil and napalm tempts the player to let fire fall over it.



* ShockAndAwe: Thunder Beam from the original ''VideoGame/MegaMan'', as well as Spark Man from ''VideoGame/MegaMan3''. You may not want to try electrifying [[VideoGame/MegaMan7 Spring Man]], though...[[labelnote:Explanation]]In 7, if Spring Man is hit with Thunder Bolt, Cloud Man's weapon, [[HollywoodMagnetism he becomes magnetic and attracts the player character towards himself]]. This is carried over into Maker, albeit with any electric weapon, and even electric themed objects, such as [[VideoGame/MegaMan11 fuse lasers]].[[/labelnote]]

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* ShockAndAwe: Thunder Beam from the original ''VideoGame/MegaMan'', as well as Spark Man from ''VideoGame/MegaMan3''. You Anyone may not want to try electrifying [[VideoGame/MegaMan7 Spring Man]], though...[[labelnote:Explanation]]In 7, if Spring Man is hit with Thunder Bolt, Cloud Man's weapon, [[HollywoodMagnetism he becomes magnetic and attracts the player character towards himself]]. This is carried over into Maker, albeit with any electric weapon, and even electric themed objects, such as [[VideoGame/MegaMan11 fuse lasers]].[[/labelnote]]



** As of the 1.1.0 update, many tooltips on tiles and backgrounds have various shoutouts to other series.

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*** Speaking of "Other" category, the Uber Chain from Version 1.8 is an obvious shoutout to the Medic class from ''VideoGame/TeamFortress2''. It even changes colors from red-to-blue and vice versa, harkening to the source game's Red Team and Blue Team match-ups.
** As of the Version 1.1.0 update, 1, many tooltips on tiles and backgrounds have various shoutouts to other series.



*** Drill Man's tiles have 2 shoutouts: on the normal tile, the tooltip says that it's "[[Film/ThePhantomMenace a surprise for sure, but a welcome one]]," and that you can [[Anime/TengenToppaGurrenLagann pierce the heavens]] with Drill Man's Spikes.

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*** Drill Man's tiles have 2 shoutouts: on the normal tile, the tooltip says that it's "[[Film/ThePhantomMenace a surprise for sure, but a welcome one]]," and that you anyone can [[Anime/TengenToppaGurrenLagann pierce the heavens]] with Drill Man's Spikes.



*** If you decide to give Mega Man no weapons, you'll be greeted with [[Film/WillyWonkaAndTheChocolateFactory Willy Wonka's famous "You get nothing" speech from Willy Wonka and the Chocolate Factory]].
*** The first Mr. X background says that you should "watch out so [[VideoGame/TheLegendOfZeldaMajorasMask the moon doesn't crash down]]."
*** The Shade Man tiles mention that they're "fitting for a dark atmosphere filled with [[VideoGame/GhostsNGoblins ghosts and goblins]]." It is also a reference to an easter egg in ''Mega Man 7'', featuring the ''Ghosts N' Goblins'' theme replacing the standard stage's theme if the stage is accessed with a special button combination.

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*** If you players decide to give Mega Man no weapons, you'll they'll be greeted with [[Film/WillyWonkaAndTheChocolateFactory Willy Wonka's famous "You get nothing" speech from Willy Wonka and the Chocolate Factory]].
*** The first Mr. X background says that you anyone should "watch out so [[VideoGame/TheLegendOfZeldaMajorasMask the moon doesn't crash down]]."
*** The Shade Man tiles mention that they're "fitting for a dark atmosphere filled with [[VideoGame/GhostsNGoblins ghosts and goblins]]." It is also a reference to an easter egg in ''Mega Man 7'', featuring the ''Ghosts N' Goblins'' theme replacing the standard stage's theme if the stage is it's accessed with a special button combination.



* StealthRun: Spotter enemies can force players into doing this lest the Spotter triggers, or deactivate, platforms/ladders/spikes that will doom the player.
* SoundtrackDissonance: Nothing stops you from putting somber music in a saccharine looking level and vice-versa. Or putting ''Mega Man 1'' boss theme when fighting ''Mega Man 11'' bosses or vice-versa.

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* StealthRun: Spotter Searchy enemies can force players into doing this lest the Spotter triggers, enemies will trigger, or deactivate, platforms/ladders/spikes that will doom the player.
* SoundtrackDissonance: Nothing stops you builders from putting somber music in a saccharine looking level saccharine-looking level, and vice-versa. Or putting ''Mega Man 1'' boss theme when fighting ''Mega Man 11'' bosses or vice-versa.much later Robot Masters, etc.



* SpikesOfDoom: It wouldn't be ''Mega Man'' without 'em. Any player that isn't a complete newcomer will be '''very''' wary of these things and they come in all sorts of flavor: pointy, spherical, trident and even wooden. There's no shortage of ways to make a player's life difficult; tough jumps, spikes on the ceiling, spike drops[[note]]long falling sessions where the player has to avoid spikes having only the brief vertical screen scrolling to react[[/note]], or even spikes in boss rooms.
* StoneWall: One of the two ''VideoGame/SuperSmashBros'' weapons is the Shine (or Reflector); a shield-based weapon that allows you to reflect nearly any projectile back into the attacker. You can hold onto it as long as you want and mashing the shoot button while in the air allows you to get extended air time. This weapon outclasses the canon shield weapons such as the [[VideoGame/MegaMan2 Leaf Shield]], [[VideoGame/MegaMan4 Skull Barrier]], and [[VideoGame/MegaMan5 Star Crash]] in almost every way. The downsides are that you cannot move whenever Shine is active (except falling by gravity, but it resets when you press it), it doesn't protect you from collision-based enemies, and attacking enemies that don't throw long-range projectiles with Shine requires you to get up close to them, risking yourself getting harmed if they physically collide into you.
* SuspiciousVideoGameGenerosity: Varies depending on how mean the level builder feels, but as a rule of thumb be ready for a boss fight or a tough segment if you see free health and weapon refills.

to:

* SpikesOfDoom: It wouldn't be ''Mega Man'' without 'em. Any player that isn't a complete newcomer will be '''very''' wary of these things and they things, which come in all sorts of flavor: flavors: pointy, spherical, trident trident, wooden and even wooden. bent. There's no shortage of ways to make a player's life difficult; players' lives difficult - tough jumps, spikes on the ceiling, lowered ceilings, classic spike drops[[note]]long falling sessions where the player has to avoid spikes having only the brief vertical screen scrolling to react[[/note]], or even spikes instant-kill obstacles in boss rooms.
* StoneWall: One of the two ''VideoGame/SuperSmashBros'' weapons is the Shine (or Reflector); a shield-based weapon that allows you players to reflect nearly any projectile back into the attacker. You can hold onto it the attackers. It can be held as long as you want and players want, while mashing the shoot button while in the air allows you mid-air is enough to get extended air time. This weapon outclasses the canon shield weapons weaponry such as the [[VideoGame/MegaMan2 Leaf Shield]], [[VideoGame/MegaMan4 Skull Barrier]], and [[VideoGame/MegaMan5 Star Crash]] and [[VideoGame/MegaMan10]] in almost (almost) every way. The downsides are that you players cannot move whenever Shine is active (except falling by gravity, but it resets when you press it), the button is pressed), it doesn't protect you them from collision-based enemies, and attacking enemies that don't throw long-range projectiles with Shine requires you to get up close to them, risking yourself getting harmed if they physically collide into you.
collision damage.
* SuspiciousVideoGameGenerosity: Varies depending on how mean the level builder feels, but as a rule of thumb be ready for a boss fight or a tough segment if you see when the free health and weapon refills.refills are seen.



** The sneak peek confirming the Commando Bomb does a reference to a puzzle in ''VideoGame/MegaManX5'' to obtain a part of the Gaea Armor in Dark Necrobat's stage. To show how frustrating the challenge is, Proto Man just moves on to shoot the Party Ball with the Proto Buster. The purpose of this jab was also to compare the Flash Laser to the changes to the Commando Bomb.

to:

** The sneak peek confirming the Commando Bomb does a reference to a puzzle in ''VideoGame/MegaManX5'' to obtain a part of the Gaea Armor in Dark Necrobat's stage. To show how frustrating the challenge is, Proto Man just moves on to shoot the Party Ball with the Proto Buster. The purpose of this jab was also to compare the Flash Gemini Laser to the changes to of the Commando Bomb.



* ThrowTheMookAtThem: A variant here. Danger Wrap allows you to encase smaller enemies and push them into other enemies.
* TrialAndErrorGameplay: Levels can have enemies that suddenly appear to knock you off platforms, often into spikes or bottomless pits. While some examples wouldn't be out of place in normal games and savvy players ''may'' be able to detect them, this is usually something that generally isn't viewed in positive light. Worst examples are demanding players to do leap of faiths and "spike drops" that leave little to no room for mistakes.

to:

* ThrowTheMookAtThem: A variant here. Danger Wrap allows you characters to encase smaller enemies and push them into other enemies.
ones.
* TrialAndErrorGameplay: Levels can have enemies that suddenly appear to knock you characters off platforms, often into spikes or bottomless pits. While some examples wouldn't be out of place in normal official games - and savvy players ''may'' be able to detect them, this is usually something that generally isn't viewed in positive light. Worst examples are demanding players to do leap of faiths and "spike drops" that leave little to no room for mistakes.



* TogglingSetpiecePuzzle: ON/OFF Switches, which are shaped like orbs. You can put them so they have to be hit to activate or you can put them to toggle through an automatic timer. The toggleable elements include blocks, spikes and ladders; they're accordingly color-coded (red and blue, with the former ones being active by default).
* TornadoMove: Aside from the Air Shooter, the Wind Storm, the Tornado Hold, and the Tornado Blow, there is the Nado, an attack that makes the character spin in a tornado.
* {{Tradesnark}}: When announcing the [[AdvancingWallOfDoom Wily Firewall]], [=WreckingPrograms=] put a TM in the name of that gimmick to make jokes around the two meanings of Firewall.
* UnexpectedShmupLevel: Levels featuring primarily Rush (Proto) Jet, Jet Adaptor, Treble Boost or Flappy Beat become this. Tougher versions limit their energy akin to fuel to keep players on their toes and ready to pick up Energy Weapon lest they run out and end up plummeting to their doom.
* UnintentionallyUnwinnable: Due to the game receiving many updates, any levels that relies on now-patched glitches or features that were changed are now this. Hope you don't stumble upon these kinds of levels in the Wily Challenge.
* UnwinnableByDesign: Can happen to anyone-- from new players to even veterans due to lack of knowledge/testing, overisght or sheer accident[[note]]This is one of the reasons players are often encouraged to intentionally ''fail'' parts of their own levels, in order to see if they didn't overlook something that can end up frustrating others [[/note]].
** While such shenanigans are (very) frowned upon, one could set up levels with softlocking traps. Like a path filled with goal orbs [[SchmuckBait that leads to]] a spike pit with a checkpoint over it.

to:

* TogglingSetpiecePuzzle: ON/OFF On/Off Switches, which are shaped like orbs. You Builders can put them so they have to be hit to activate or you they can be put them to toggle through an automatic timer. The toggleable elements include blocks, spikes spikes, ladders, and ladders; Targets; they're accordingly color-coded (red and blue, with the former ones being active by default).
* TornadoMove: Aside from the Air Shooter, the Wind Storm, the Tornado Hold, Hold and the Tornado Blow, there is also the Nado, Nado - an attack that makes the character spin in a tornado.
* {{Tradesnark}}: When announcing the [[AdvancingWallOfDoom Wily Firewall]], Fire Wall]] from ''Mega Man 11'', [=WreckingPrograms=] put a TM in the name of that gimmick to make jokes around the two meanings of Firewall.
"fire wall".
* UnexpectedShmupLevel: Levels featuring primarily Rush (Proto) Jet, Jet Adaptor, Adapter, Treble Boost or Flappy Beat become this. Tougher versions limit their energy akin to fuel to keep players on their toes and ready to pick up Energy Weapon weapon energy, lest they run out and end up plummeting to their doom.
* UnintentionallyUnwinnable: Due to the game receiving many updates, any levels that relies rely on now-patched glitches or features that were changed are now this. Hope you don't anyone doesn't stumble upon these kinds of levels in the Wily Challenge.
* UnwinnableByDesign: Can happen to anyone-- anyone - from new players to even veterans - due to lack of knowledge/testing, overisght overisight or sheer accident[[note]]This is one of the reasons players are often encouraged to intentionally ''fail'' parts of their own levels, in order to see if they didn't overlook something that can end up frustrating others [[/note]].
** While such shenanigans are (very) frowned upon, one could set up levels with softlocking traps. Like traps - like a path filled with goal orbs [[SchmuckBait that leads to]] a spike pit with a checkpoint over it.



** In some maps you may need a special weapon to progress, but you can get into a part of the level where the level builder forgot backtracking is impossible... Oops. Bigger maps often do this by accident.

to:

** In some maps you characters may need a special weapon to progress, but you they can get into a part of the level where the level builder forgot backtracking is impossible... Oops. Bigger maps often do this by accident.



** The Rain Flush can be used increase your jump distance.
** The Wind Storm can be used as a trampoline to jump much higher than usual, even over spikes. If you use it with the correct distancing near walls you can do what amounts to wall climb.
** The Water Wave may cool down ignited oil, provided the oil is not tied to a fire beam or inside the water. It also affects acid by reducing its toxicity level.
** The Mega Ball can be used to jump over stacks of 4 blocks and spike floors. With proper timing, they even allow you to just fly all over the place. While standing next to a wall, you don't even need to time each shot.

to:

** The Rain Flush can be used to increase your the jump distance.
** The Wind Storm can be used as a trampoline to jump much higher than usual, even over spikes. If you use it used with the correct distancing near walls you walls, it can do what amounts to wall climb.
allow the makeshift "wall climbing".
** The Water Wave may cool down ignited oil, provided the oil is not tied to a fire beam Fire Beam or inside the water. It also affects acid by reducing its toxicity level.
** The Mega Ball can be used to jump over stacks of 4 blocks and spike floors. With proper timing, they even allow you to just fly all over the place. While standing next to a wall, you players don't even need to time each shot.



* VictoryPose: All available characters have different poses for when they complete a level. In a interesting case of DevelopersForesight there are poses for characters if they are stuck in sliding animation, jumping (usually via springs) or on ladders.

to:

* VictoryPose: All available characters have different poses for when they complete a level. In a interesting case of DevelopersForesight DevelopersForesight, there are poses for characters if they are stuck in sliding animation, jumping (usually via springs) or on ladders.



** Using fire weapons near very flammable oil puddles will get you a deep fried character.
** Again on fire weapons: using them recklessly can lead you to melt ice platforms.
** ''Still'' on fire weapons: igniting explosive platforms (with very visible fuses) and screwing yourself over.
** Be ever mindful of using ground/fullscreen hitting weapons while standing on breakable platforms, or platforms that can be only broken using that specific weapon. You may do it while ''above spikes or bottomless pits''.
** You can end up dropping a very visible block and crushing yourself. Even worse if you do so with the Super Arm.
* YouDontLookLikeYou: The sprites for Roll and Beat in this game bear little resemblance to their sprites from the NES games, as well as ninth and tenth games.

to:

** Using fire weapons near very flammable oil puddles will get you (or napalm) is a deep fried quick way to deep-fry the character.
** Again on fire weapons: using them recklessly can lead you to melt nearby ice platforms.
** ''Still'' on fire weapons: igniting explosive platforms (with very visible fuses) and screwing yourself themselves over.
** Be ever Anyone should be mindful of using ground/fullscreen hitting weapons while standing on breakable platforms, or platforms that can be only broken using that specific weapon. You those exact weapons. Players may do it while ''above spikes or bottomless pits''.
** You Characters can end up dropping a very visible block and crushing yourself. themselves. Even worse if you they do so with the Super Arm.
* YouDontLookLikeYou: The sprites for Roll and Beat in this game bear little resemblance to their sprites from the NES games, saga, as well as ninth [=9th=] and tenth [=10th=] games.

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* OneUp: You have infinite lives, so 1-ups just refill your life gauge like an instant-use E-Tank or the giant life pickups from ''Videogame/MegaMan7''.
** This is played straight during the Wily Challenge, as you have a limited amount lives, and any 1ups that you collect within the stages add to your life counter. Since 1.5, the 1-up both fully heals and gives a life in Wily Challenge stages.

to:

* OneUp: You Players have infinite lives, so hence why 1-ups just refill your the life gauge like an instant-use E-Tank the E-Tank, or the giant life pickups from ''Videogame/MegaMan7''.
** This is played straight during the Wily Challenge, as you have a Challenge: limited amount lives, and any 1ups that you collect of lives can be increased by 1-ups collected within the stages add to your life counter. stages. Since Version 1.5, the 1-up both fully ''fully heals and gives a life life'' in Wily Challenge stages.mode.



* AdvancingBossOfDoom: You can set any of the aggressive and mobile bosses to be invincible to Mega Man's buster, give Mega no other means of attack, and then either set a goal at the end of an obstacle course, make it mandatory to trick the boss into falling into a pit, or have a collectable weapon that can harm the boss directly.
* AdvancingWallOfDoom: As of 1.6.0, the Wily Firewall from Torch Man's stage will destroy the player character and most enemies in one hit.
* {{Antepiece}}: In the tutorial, Dr. Wily and Dr. Light advise to introduce a gimmick in a safe way first before testing the player with it. It's generally considered [[HouseRules bad practice among the community]] to introduce a new gimmick in the level in a room with too many enemies, or, even worse, with OneHitKill hazards in it [[note]]Seasoned level builders never take another player's knowledge of a level object for granted since there are '''so many things''' to work with in ''Mega Man Maker'' and you can never tell if the person playing is a veteran of the series or a newcomer with little knowledge of the level hazards and gimmicks[[/note]].

to:

* AdvancingBossOfDoom: You Players can set any of the aggressive and mobile bosses to be invincible to Mega Man's buster, the main armaments (Mega/Proto/Bass Buster, Roll Swing), give Mega characters no other means of attack, and then either set a goal at the end of an obstacle course, make it mandatory to trick the boss into falling into a pit, or have a collectable weapon that can harm the boss directly.
* AdvancingWallOfDoom: As of Version 1.6.0, 6, the Wily Firewall Fire Wall gimmick from Torch Man's stage will destroy the player character and most enemies in one hit.
* {{Antepiece}}: In the tutorial, Dr. Wily and Dr. Light advise to introduce a gimmick in a safe way first before testing the player with it. It's generally considered [[HouseRules bad practice among the community]] to introduce a new gimmick in the level in a room with too many enemies, or, or - even worse, worse - with OneHitKill hazards in it [[note]]Seasoned level builders never take another player's knowledge of a level object for granted since there are '''so many things''' to work with in ''Mega Man Maker'' and you can never tell if the person playing is a veteran of the series or a newcomer with little knowledge of the level hazards and gimmicks[[/note]].



** See OneUp above.
** Players must beat their own levels to avoid the upload of UnwinnableByDesign levels, but even then this is downplayed since there are levels that required glitches to complete that were long patched (although they can be reported).
** Upon completing, or failing, the Wily Challenges you can download any levels you played. Just in case you came across one you really liked.
** If Mega Man happens to start a level on top of spikes, [[DevelopersForesight his temporary invincibility kicks in to allow the player to get off them]].

to:

** See OneUp entry above.
** Players must beat their own levels creations to avoid the upload uploading of UnwinnableByDesign levels, but even then this is downplayed since there are downplayed. Previously-made levels from earlier versions that required glitches to complete that were long have been patched for a long time (although they can be reported).
** Upon completing, or failing, completing (or failing) the Wily Challenges you Challenges, players can download any levels you played. Just they've experienced (just in case you they've came across one you they really liked.
liked).
** If Mega Man the character happens to start a level on top of spikes, [[DevelopersForesight his their temporary invincibility kicks in to allow the player to get off them]].them quickly]].



** Players are able to download levels in order to "study" it and learn how it was built... and also to see if some "developer path" was inserted in case they come across a seemingly impossible segment.

to:

** Players are able to download levels in order to "study" it and learn how it was built... about their building process... and also to see if some "developer path" was paths" were inserted in case they come they've came across a seemingly impossible segment.



* ArtShift: The custom-made character icons/avatars (Mega, Proto, Roll, Light, Wily, the ''[=MM1=]/PU'', ''7'', ''8'', and ''11'' Robot Masters, and Bond Man) made specifically for ''Mega Man Maker'' are noticeably done with far greater detail than the mugshots pulled straight from ''[=MM2=]'' to ''[=MM6=]'' and ''[=MM9=]'' to ''[=MM10=]''.
* AscendedExtra: ''Dr. Wily himself'' goes from simply being a part of the game's tutorial to returning as a proper boss, complete with several of his Wily Machines in the 1.8 update.

to:

* ArtShift: The custom-made character icons/avatars (Mega, Proto, Roll, Light, Wily, the ''[=MM1=]/PU'', ''7'', ''8'', and ''Mega Man & Bass'', ''11'' Robot Masters, King, Stardroids, Mega Man Killers, Quint, Wily Fortress bosses, and Bond Man) made specifically for ''Mega Man Maker'' are noticeably done with far greater detail than the mugshots pulled straight from ''[=MM2=]'' to ''[=MM6=]'' and ''[=MM9=]'' to ''[=MM10=]''.
* AscendedExtra: ''Dr. Wily himself'' goes from simply being a part of the game's tutorial to returning as a proper boss, complete with several of his Wily Machines in the Version 1.8 update.8.



** Teleporters usually are made of 2 points that the player can teleport between. It's possible to delete one of these points to create a one-way teleporter. WordOfGod states that the dev team decided to keep the glitch because it's "a pretty cool bug."

to:

** Teleporters usually are made of 2 points that the player can teleport travel between. It's possible to delete one of these points them in order to create a one-way teleporter. destination. WordOfGod states that the dev team developers decided to keep the glitch because it's "a pretty cool bug."



** In addition, the 1.0.4 update officially made the double jump bug with the Charge Kick weapon possible, as Mega Man will now flash and make a brief sound to indicate you can double jump.
** Prior to 1.5, there's a glitch that allows two or more bosses to be placed in the same room. It later became an official feature.
** In 1.7.5, the sticky ceiling glitch became the Magnetic Ceiling. It came with conveyor and on/off variants.

to:

** In addition, the 1.0.4 update patch officially made the double jump bug with the Charge Kick weapon possible, as Mega Man the player character will now flash and make a brief sound to indicate you can the possibility of a double jump.
** Prior to Version 1.5, there's a glitch that allows two or more bosses to be placed in the same room. It later became an official feature.
** In 1.7.5, 5 patch, the sticky ceiling glitch became the Magnetic Ceiling. It came with conveyor and on/off On/Off variants.



** The Music Changer item was a meme for a while, before finally being added in 1.7.
** The possibilities of adding Wily Fortress bosses (Yellow Devil, Boobeam Trap, Kamegoro Maker, and the like) had been discussed for a long time... and it had been finally done in 1.8.

to:

** The Music Changer item was a meme for a while, before finally being added in Version 1.7.
** The possibilities of adding Wily Fortress bosses (Yellow Devil, Boobeam Trap, Kamegoro Maker, and the like) had been discussed for a long time... and it had been finally done in by Version 1.8.



** The Shine (or Reflector) is this, as Mega Man and his friends can shield themselves to reflect enemy projectiles.

to:

** The Shine (or Reflector) is this, as Mega Man and his friends the player characters can shield themselves to reflect enemy projectiles.



* AutomaticLevel: Just like in ''Super Mario Maker'', levels can be made so you don't have to do anything but watch and win the level.
* {{Autosave}}: The game will create a backup every now and then to prevent you from losing your level in case it crashes or anything like that happens. If you're creating larger levels you'll easily notice this when the game stutters a bit (or a lot).
* AwesomeButImpractical: Crash Bomber is one of the more powerful special weapons in the game being able to destroy the tougher enemies with ease and even the bigger ones can take at best two or three of them. However only one can be onscreen, which includes its lengthy explosion animation, and it doesn't ignore MercyInvincibility of bosses. It can also be deflected by enemy shields and its ammo pool is rather low.

to:

* AutomaticLevel: Just like in ''Super Mario Maker'', levels this type of courses can be made so you - the players don't have to do anything but watch and win the level.
watch.
* {{Autosave}}: The game will create a backup every now and then to prevent you from losing your level the levels in case it the editor crashes - or anything like that similar happens. If you're Before Version 1.8's arrival, players creating larger levels you'll could easily notice this when the game stutters stuttered a bit (or a lot).
* AwesomeButImpractical: Crash Bomber is one of the more powerful special weapons in the game being able to destroy the tougher enemies with ease ease, and even the bigger ones can take at best two or three of them. However those. However, only one projectile can be onscreen, on-screen at a time, which includes its lengthy explosion animation, and it doesn't ignore MercyInvincibility of bosses. It can also be deflected by enemy shields - and its ammo pool is rather low.



** Super Arm from ''VideoGame/MegaMan1'' had very limited use since you needed to find specific blocks in order for it to work. This game makes it much more useful by incorporating Guts Man's ability from ''VideoGame/MegaManPoweredUp'' to generate up to five Guts Blocks.

to:

** Super Arm from ''VideoGame/MegaMan1'' had very limited use since you needed the players need to find specific blocks in order for it to work. This game makes it much more useful by incorporating Guts Man's ability from ''VideoGame/MegaManPoweredUp'' to generate up to five Guts Blocks.



** Break Dash from ''VideoGame/MegaManV'' grants the player brief MercyInvincibility period in order to avoid CollisionDamage more efficiently. It's also useful for crossing instant-kill spikes.
** Most shield weapons had something added to differentiate them from each other to prevent them from being mere PaletteSwap. See UtilityWeapon for more details.

to:

** Break Dash from ''VideoGame/MegaManV'' grants the player brief MercyInvincibility period in order to avoid CollisionDamage more efficiently. It's also useful for crossing instant-kill spikes.
obstacles.
** Most shield weapons had something added to differentiate them from each other to prevent them from being mere PaletteSwap. See UtilityWeapon entries for more details.



** ''Mega Man'' is the '''Balance''' character. He won't be as strong as Proto Man with Proto Strike or Roll, nor he will have the agility of Bass, but he's still nimble if he has his slide and he can also hold different types of charge shots. Everything tends to keep him in the middle ground between power, speed and mobility.
** ''Proto Man'' has his shield and he can naturally slide and charge his buster shot (no option to disable those). He's the only who has access to the Proto Strike, a regular buster shot with the strength of a charge shot, however he can also take double damage to counterbalance such strength, putting him into the '''Power''' category.
** ''Roll'' by default has a much shorter range melee attack, but she can deal more damage quicker with her combos and she also has access to a very useful rolling dodge that can give her invincibility setting her as a '''Skill''' character.
** ''Bass'' has the highest mobility of all character with his dash to increase his horizontal jump reach and even access to a double jump. He's also the only character that can naturally aim his buster, but his overall power is low and it's very easy to get hit several times if the player is careless, putting him into the '''Gimmick''' category.

to:

** ''Mega Man'' is the '''Balance''' character. He won't be as strong as Proto Man with Proto Strike or Roll, nor he will have the agility of Bass, but he's still nimble if he has his slide - and he can also hold different types of charge shots. Everything tends to keep him in the middle ground between power, speed and mobility.
** ''Proto Man'' has his shield - and he can naturally slide and charge his buster shot (no option to disable those). those for him). He's the only characters who has access to the Proto Strike, a Strike (a regular buster shot with the strength of a charge shot, however shot); however, he can also take double damage to counterbalance such strength, putting him into the '''Power''' category.
** ''Roll'' by default has a much shorter range melee attack, attack thanks to her Roll Swing, but she can deal more damage quicker with her combos and she combos. She also has access to a very useful rolling dodge Dodge Roll that can give her invincibility invincibility, setting her as a '''Skill''' character.
** ''Bass'' has the highest mobility of all character with mobility, thanks to his dash to increase his dashing which increases horizontal jump reach and even access to a jumps' length. Optional double jump. He's jump helps in reaching higher places that Mega, Proto and Roll cannot conventionally. Bass is also the only character that one who can naturally aim his buster, but his overall power is low and - it's very easy to get hit several times if the player is careless, putting him into the '''Gimmick''' category.



* BlackoutBasement: Hologran enemies and a special tile from ''VideoGame/MegaMan7'' can cause the screen to go dark hiding dangers like bottomless pits and spikes.
* BattleThemeMusic: The "Music Transition" tool allows players to change music mid-level. Bosses can have different boss themes from other games.
* BoringButPractical: Just like in their home games, the Buster weapons are this: they don't have any quirks or special properties, but often is all you need to clear anything short of a pure GimmickLevel. Roll Swing is its melee counterpart and although it has much shorter range it ignores MercyInvincibility on enemies and is fast enough to be easy to use nonetheless.
* BottomlessMagazines: Any weapon placed in the first slot of the menu will have infinite ammo... minus the "nothing" weapon that is exactly what it says. This can also be used to make a level that completely averts it with all of your weapons having limited ammo.

to:

* BlackoutBasement: BlackoutBasement:
**
Hologran enemies and a special tile from ''VideoGame/MegaMan7'' can cause the screen to go dark hiding dangers like bottomless pits and spikes.
** Moving Light gimmick from ''Mega Man & Bass'' allows to light up certain parts of given screens.
* BattleThemeMusic: The "Music Transition" Music Changer tool allows players to change music mid-level. tunes at certain parts of levels. Bosses can have different boss themes from other games.
games - not necessarily the original ones.
* BoringButPractical: Just like in their home original games, the Buster weapons are this: they don't have any quirks or special properties, but often is all you the players need to clear anything short of a pure GimmickLevel. Roll Swing is its acts as their melee counterpart and counterpart; although it has much shorter range range, it ignores can ignore MercyInvincibility on enemies - and is fast enough to be easy to use nonetheless.
* BottomlessMagazines: Any weapon placed in the first slot of the menu will have infinite ammo... minus the "nothing" ''Nothing'' weapon that is exactly what it says. This can also be used to make a level that completely averts it with all of your the given weapons having limited ammo.



* BossDissonance: ''Mega Man Maker'' is prone to have EasyLevelsHardBosses as much as it has to have HardLevelsEasyBosses depending on how the boss arena was built and how mean the level creator was feeling.
* BossOnlyLevel: You can make these with any sort of boss room design you'd like, even adding additional screens than the traditional single screen.

to:

* BossDissonance: ''Mega Man Maker'' is prone to have EasyLevelsHardBosses EasyLevelsHardBosses, as much as it has to have HardLevelsEasyBosses - depending on how the boss arena was built and built, as well as how mean the level creator was feeling.
* BossOnlyLevel: You Players can make these with any sort of boss room design you'd they like, even adding additional multiple screens than the traditional single screen.akin to Burner Man's encounter.



** The chaotic "free for all": multiple bosses placed in the single room. [[note]]Several Robot Masters - Freeze Man, Spring Man and Time Man in particular - put an interesting spin on this. Due to their AI patterns, multiple "copies" of the same bosses will overlap with one another and sync up their actions, thus giving the players a neat way to fight a single boss with multiple life bars rather comfortably.[[/note]]
* BroomstickQuarterstaff: Roll's default weapon. While it looks as silly as you'd expect, it's very powerful essentially being '''Zero's Z-Saber''' of ''Mega Man Maker''.
* BulletHell: An absurd amount of enemies can be placed on a screen at once, which can release numerous projectiles that can be hard or impossible to avoid. Using Shine, however, will deflect them and can hurt enemies if they touch them.
* CameraScrew: Can happen due to clunky screen transitions or not leaving 2-tiles of space from one another. Badly placed cojoined and transitional screens can cause the camera to freak out, especially if placed near a vertical one without ladders or boss door.

to:

** The chaotic "free for all": multiple bosses placed in the single room. [[note]]Several Robot Masters - Freeze Man, Spring Man, Wood Man, Time Man, Ring Man and Time Man Pluto in particular - put an interesting spin on this. Due to their AI patterns, multiple "copies" of the same bosses will overlap with one another and sync up their actions, thus giving the players a neat way to fight a single boss with multiple life bars rather comfortably.[[/note]]
* BroomstickQuarterstaff: Roll's default weapon. While it looks as silly as you'd anyone would expect, it's very powerful essentially being by virtue of representing '''Zero's Z-Saber''' of ''Mega Man Maker''.
Z-Saber'''.
* BulletHell: An absurd amount of shooting (bombing) enemies can be placed on a single screen at once, which can once: all of them release numerous projectiles that can be hard or impossible (or impossible) to avoid. Using Shine, Jewel Satellite or any other protective armaments, however, will can nullify them or deflect them back and can hurt enemies if they touch them.
damage the attackers.
* CameraScrew: Can happen due to clunky screen transitions - or not leaving 2-tiles of space from one another. Badly placed cojoined and transitional screens can cause the camera to freak out, especially if placed near a vertical one without ladders or the boss door.doors.



** As of Version 1.8.0, the number of levels you can upload online had been increased to ''420''. If you want to upload more, you have to delete an old level. This cap doesn't apply to levels that are offline and/or downloaded, however, and levels can always be shared manually through other means. Previously, the limits were 10, 20, 30, 50, 75 and 100.
** Since the release of 1.7, the Keys underwent a drastic change: the initial count of 7 Keys was changed to a whopping ''99'' (and that's not counting possible color options). As for the Key Doors, they can consume up to 9 Keys of the particular color.
** Following the multiple bosses feature, while it is technically possible to put more than ten bosses in the same screen, the played level will not recognize the eleventh boss. The count limit for bosses in the same level is ''200''.

to:

** As of Version 1.8.0, 8, the number of levels you players can upload online had been increased to ''420''. If you want to upload more, you have to delete an old level. This cap doesn't apply to levels that are offline and/or downloaded, however, and levels they can always be shared manually through other means. Previously, the limits were 10, 20, 30, 50, 75 and 100.
** Since the release of Version 1.7, the Keys underwent a drastic change: the initial count of 7 Keys was changed to a whopping ''99'' (and that's not counting possible color options). As for the Key Doors, they can consume up to 9 Keys of the particular color.
** Following the multiple bosses feature, while it is technically possible to put more than ten 10 bosses in the same screen, the played level will not recognize the eleventh [=11th=] boss. The overall count limit for bosses in the same level is ''200''.



** You can choose between three versions of the charged Mega Buster shot: ''Mega Man 4'', ''Mega Man 5'', and ''Mega Man 6''. The drawback of losing the charge when hit isn't coded on for the latter two, therefore the one from ''Mega Man 5'' is the best because it has the largest hitbox.

to:

** You Players can choose between three versions of the charged Mega Buster shot: ''Mega Man 4'', ''Mega Man 5'', and ''Mega Man 6''. The drawback of losing the charge when hit isn't coded on for the latter two, therefore the one from ''Mega Man 5'' is the best - mainly because it has the largest hitbox.



* {{Checkpoint}}: They're implemented as flags you must touch to enable, like in ''[[VideoGame/MegaManPoweredUp Powered Up]].'' Unlike ''Super Mario Maker'', you can place more than two and you do not have to also beat a level starting from a checkpoint to post it online.
* CheckpointStarvation: A common source of FakeDifficulty. Can be done on purpose by the level creator, but a lot of times it happens as result of cluelessness from the level builder who became maybe ''too'' accustomed to a difficult part of their level and now deems it "easy", or simply forgot they could try it quickly without having to run through their entire map.
* ChestMonster: Anti-Eddies will spring up when you get close to items assigned to them and will run off with it if you don't deal with them fast enough.
* CloseRangeCombatant: Unlike her brothers (and Bass), Roll uses her broom (Roll Swing) as her default weapon, and thus relies on being within melee range of her enemies in order to attack. She makes up with a combo game, a rolling dodge that (optionally) makes her invincible, and ability to ignore MercyInvincibility or any protection from enemies that would resist most ranged weapons. You can choose to give her a ranged weapon, however.

to:

* {{Checkpoint}}: They're implemented as flags you players must touch to enable, like in ''[[VideoGame/MegaManPoweredUp Powered Up]].'' Unlike in ''Super Mario Maker'', you creators can place more than two and you do not have to also beat a level starting from a checkpoint to post it online.
two.
* CheckpointStarvation: A common source of FakeDifficulty. Can be done on purpose by the level creator, creators, but a lot of times it happens as a result of cluelessness from the level builder builders who became maybe ''too'' accustomed ''maybe too accustomed'' to a difficult part parts of their level creations and now deems deem it "easy", or simply forgot that they could try it quickly without having to run through their the entire map.
* ChestMonster: Anti-Eddies will spring up when you characters get close to certain items assigned to them - and will run off with it them if you players don't deal with them fast enough.
* CloseRangeCombatant: Unlike her brothers (and Bass), Roll uses her broom (Roll Swing) as her default weapon, and thus relies on being within melee range of her enemies in order to attack. She makes up with a combo game, a rolling dodge that (optionally) makes her invincible, and ability to ignore MercyInvincibility or any protection from enemies that would resist most ranged weapons. You Nevertheless, players can choose to give her a any sort of ranged weapon, weapons, however.



** Force Beams have three colors: red ones are [[OneHitKill instantaneously lethal]], yellow ones inflict seven points of damage, and green ones [[DamageOverTime constantly damage the player]].

to:

** Force Beams have three colors: red ones are [[OneHitKill instantaneously lethal]], yellow ones inflict seven 7 points of damage, damage out of 28, and green ones [[DamageOverTime constantly damage drain the player]].life bar]].



** Chemical Solution has 4 color-coded conditions: 1-3 (blue, yellow, and red, respectively) behave like regular water, while condition 4 is a green acid substance which inflicts damage upon contact.

to:

** Chemical Solution has 4 color-coded conditions: 1-3 (blue, yellow, and red, red respectively) behave like regular water, while condition 4 the [=4th=] one is a green acid acidic substance which inflicts damage upon contact.



** On/Off Switches/Blocks/Ladders/Spikes are blue and red respectively.

to:

** On/Off Switches/Blocks/Ladders/Spikes Switches/Blocks/Ladders/Spikes/Targets are blue and red respectively.



* ContinuingIsPainful: If the player dies in a map where special weapons are available they don't refill on death, which can leave them to deal with a tough situation using only their default weapons (or whatever is in the first slot and has infinite ammo).
* ConvenientWeaknessPlacement: Ever since the introduction of Weapon Capsules one can simply hand the weapon at the boss corridor before the fight. Or in a spot where it'd be very easy to reach anyway.
* DamageSpongeBoss: Bosses can be made to have no weaknesses and, depending on what weapon you use, will only remove one bar to three bars of health.

to:

** Coloring of the Targets also matters. These objects of many shades can give Keys of the assigned colors, while shooting the grey ones might serve as another way to end the level.
* ContinuingIsPainful: If the player dies in a map where special weapons are available available, they don't refill on death, death - which can leave them to deal with a tough situation using only their default weapons (or whatever is in the first slot and has infinite ammo).
* ConvenientWeaknessPlacement: Ever since the introduction of Weapon Capsules Capsules, one can simply hand the weapon at the boss corridor before the fight. Or in a spot where it'd be very easy to reach anyway.
* DamageSpongeBoss: Bosses can be made to have no weaknesses and, depending on what weapon you use, is provided, will only remove one bar 1 to three 4 bars of health.



*** Both Mega Man and Proto Man ''must'' have at least 2-tiles wide spaces to stand up or they'll get stuck. They can slide over 1-tile wide gaps.
*** Bass cannot slide under 1-tile gaps without Charge Kick.

to:

*** Both Mega Man and Proto Man ''must'' have at least 2-tiles wide spaces to stand up up, or they'll get stuck. They can slide over 1-tile wide gaps.
*** Bass cannot slide under 1-tile gaps without gaps, unless he's equipped with Charge Kick.



* DeadlyWalls: Level builders can create segments full of spiked walls either to make things more difficult, or merely for intimidation value.
* DeathIsASlapOnTheWrist: Normally all it does is kick you to the start of the level or the nearest checkpoint. Averted in Wily Challenges where you have a limited number of lives, or if the level in question suffers from a case of CheckpointStarvation.
* DeathOfAThousandCuts: Some weapons like the Bass Buster or Needle Cannon functions as this having below average damage, but being able to deal a lot of hits in a small time frame.

to:

* DeadlyWalls: Level builders Builders can create segments full of spiked walls either to make things more difficult, or merely for intimidation value.
* DeathIsASlapOnTheWrist: Normally all it does is kick you the players to the start of the level or (or the nearest checkpoint. checkpoint). Averted in Wily Challenges where you due to the fact that they have a limited number of lives, or if lives; the level aforementioned CheckpointStarvation might be in question suffers from a case of CheckpointStarvation.
play, as well.
* DeathOfAThousandCuts: Some weapons like the Bass Buster or Needle Cannon functions function as this having below average - they have below-average type of damage, but being able to can deal a lot of hits in a small time frame.



*** Two more {{easter egg}}s carried over from ''7'': Freeze Man will continuously [[BringIt taunt]] you after his introduction and not start fighting until you make the first move. Additionally, if your first weapon slot is taken up by an ice weapon and you shoot him with it, the game will stop briefly as he poses at the screen, before healing and resuming the fight.
** Oil can normally be ignited by any type of fire attack, after which it burns forever and kills you in one hit... Unless you have Water Wave or Rain Flush, which extinguish it.
** Chemical Solution can be affected by water-based weaponry, which reduces its condition. In contrast, Rain Flush, being acid rain, amplifies its condition.
** ''Mega Man Maker'' adds victory animations when ending a level, which change depending on what character you are, what adaptor Mega Man is equipped with, and even whether your character is sliding through a tunnel, climbing a ladder, or still in midair by the time the animation starts.
*** Bass normally cannot go through one-tile tunnels as he dashes instead of slides. However, if Mega/Proto Man happens to slide into a Bass Capsule while going through a tunnel, Bass will retain sliding controls, albeit while dashing, until he exits. If Bass uses the Charge Kick, he can slide as Mega Man and Proto Man do, and he can go through tight terrains. If you happen to end the level while Bass is stuck inside one, he gets an exclusive victory animation: A {{Facepalm}}.
** ''Mega Man 4'' features a [[GameBreakingBug game-breaking glitch]] where if you use the Rain Flush on Dr. Wily as he's escaping Wily Machine #4, Wily's escape pod gets destroyed, and the game softlocks. With Wily Machine #4 being added in 1.8, utilizing the Rain Flush in the same manner ''still'' "kills" Dr. Wily. Thankfully, this doesn't cause a softlock, and it will still clear the level for you. ''(Assuming if Wily Machine #4 was set as the "final" boss, that is.)''

to:

*** Two more {{easter egg}}s carried over from ''7'': Freeze Man will continuously [[BringIt taunt]] you the player character after his introduction and not start fighting until you make the latter makes the first move. Additionally, if your the first weapon slot is taken up by an ice weapon and you shoot him Freeze Man is shot with it, the game will stop briefly as he poses at the screen, before healing and resuming the fight.
** Oil can normally be ignited by any type of fire attack, after which it burns forever - and kills you reckless players in one hit... Unless you have unless the Water Wave or Rain Flush, Flush are equipped, which extinguish it.
** Chemical Solution can be affected by water-based weaponry, which reduces its condition. In contrast, Rain Flush, being acid acidic rain, amplifies its condition.
** ''Mega Man Maker'' adds victory animations when ending a level, which change depending on what character you are, had been selected, what adaptor kind of Adapter Mega Man is equipped with, and even whether your the character is sliding through a tunnel, climbing a ladder, or still in midair mid-air by the time the animation starts.
*** Bass normally cannot go through one-tile tunnels as tunnels: he dashes instead of slides. performing a slide. However, if Mega/Proto Man or Roll happens to slide (dodge roll) into a Bass Capsule while going through a tunnel, Bass will retain sliding controls, controls - albeit while dashing, until he exits. If Bass uses the Charge Kick, he can slide as Mega Man and Proto Man other characters do, and he can go through tight terrains. terrain. If you the players happen to end the level while Bass is stuck inside one, one of these, he gets an exclusive victory animation: A {{Facepalm}}.
** ''Mega Man 4'' features a [[GameBreakingBug game-breaking glitch]] where if you when the players use the Rain Flush on Dr. Wily as he's escaping Wily Machine #4, Wily's #4: his escape pod gets destroyed, and the game softlocks. With Wily Machine #4 being added in 1.8, utilizing the Rain Flush in the same manner ''still'' "kills" Dr. Wily. Thankfully, this doesn't cause a softlock, and it will still clear the level for you.level. ''(Assuming if Wily Machine #4 was set as the "final" boss, that is.)''



** The double jump from the Charge Kick is somewhat hard to perform, as you need to jump just as Mega Man flashes near the end of the kick. The timing of the flash is small and you need a bit of space for the Charge Kick to work. With that said, once you master it, you can add extra vertical height to your jumps and get through some tricky platforms and gaps.

to:

** The double jump from the Charge Kick is somewhat hard to perform, as you players need to jump just as Mega Man flashes near the end of the kick. The timing of the flash is small small, and you need there's a bit of space required for the Charge Kick to work. With that said, once you master anyone masters it, you the trick can add extra vertical height to your jumps and the jumps, allowing the players to get through some tricky platforms and gaps.



** Roll Swing, Roll's default weapon, is one of the few pure melee weapons in the game and requires you to get close to enemies to deal damage which is very risky against some enemies and certain bosses, but it will ignore protections like shields from Sniper Joes, and even bypass bosses MercyInvincibility on combos, allowing Roll to deal with them much faster than any of the Buster wielding characters could ever hope to.

to:

** Roll Swing, Roll's default weapon, is one of the few pure melee weapons in the game and requires you players to get close to enemies to deal damage - which is very risky against some enemies and certain bosses, but it will ignore protections like shields from Sniper Joes, and as well as even bypass bosses bosses' MercyInvincibility on combos, allowing Roll to deal with them much faster than any of the Buster wielding Buster-wielding characters could ever hope to.



* DualBoss: Thanks to Version 1.5 allowing you to place multiple bosses at once, you can put two bosses in one room for a challenge. You can even have [[WolfpackBoss more than two in the same room]], though it would be overkill for your player character.
* EasterEgg: When booting up the title screen on 1.0, there's a chance the title screen will display the Japanese text. This Easter egg is present until 1.1.0, where it no longer shows up. This is due to the name change of the game.

to:

* DualBoss: Thanks to Version 1.5 allowing you builders to place multiple bosses at once, you they can put two bosses in one room for a challenge. You They can even have [[WolfpackBoss more than two in the same room]], though it would be overkill for your player character.
anyone else.
* EasterEgg: When booting up the title screen on Version 1.0, there's a chance the title screen that it will display the Japanese text. This Easter egg is present until Version 1.1.0, 1, where it no longer shows up. This is due to the name change of the game.



* EternalEngine: One of the easier types of levels to create given the nature of the game and the many, many metal tiles combined with conveyor belts and other machinery level objects.
* ExcusePlot: Not that it should be expected from a level builder, but the Tutorial still gives something resembling one. Dr. Wily basically gave you access to his level building tool and tries to encourage you into making the meanest levels possible for Mega Man and co.
* {{Facepalm}}: Bass' victory animation during his slide is this, although you'll have to use Charge Kick and perfectly time it to see it in normal gameplay.
* FakeDifficulty: Like in ''VideoGame/SuperMarioMaker'', quite a few levels suffer from enemy and trap placement being not simply difficult, but also clueless. Some levels, like maze levels for example, have this issue brought up to eleven as enemies are set on the edge of screen transitions that you'll get forced to trip on while backtracking around. Nastier players can camouflage spikes behind backgrounds of same colors too.

to:

* EternalEngine: One of the easier types of levels to create create, given the nature of the game and the many, many ''many'' metal tiles - especially combined with conveyor belts and other machinery level objects.
* ExcusePlot: Not that it should be expected from a level builder, but the Tutorial still gives something resembling one. Dr. Wily basically gave you gives access to his level building tool and tries to encourage you everyone into making the meanest levels possible for Mega Man and co.
company.
* {{Facepalm}}: Bass' victory animation during his slide is this, although you'll players have to use Charge Kick and perfectly time it to see it in normal gameplay.
* FakeDifficulty: Like in ''VideoGame/SuperMarioMaker'', quite a few levels suffer from enemy and trap placement being not simply difficult, but also clueless. Some levels, like maze levels for example, have this issue brought up ''up to eleven eleven'' as enemies are set on the edge of screen transitions that you'll players get forced to trip on while backtracking around. Nastier players builders can camouflage spikes behind backgrounds of the same colors color, too.



* FlavorText: The 1.1.0 update added flavor text to all the items that can be used in the level editor, and some even include {{Shout Out}}s. See below.

to:

* FlavorText: The Version 1.1.0 update 1 added flavor text to all the items that can be used in the level editor, and some even include {{Shout Out}}s. See some examples below.



* GimmickLevel: Some levels can revolve around a certain weapon that Mega Man and his friends must use to progress or a notable stage hazard that is used throughout the level.
* GlassCannon: If you turn on both of Proto Man's abilities, Double Damage and Proto Strike, then he is this. Proto can shoot charge shots without the need to hold down a button, allowing him to deal twice the damage of a normal shot. In return, however, he takes twice as much damage from almost any attack.

to:

* GimmickLevel: Some levels can revolve around a certain weapon that Mega Man and his friends the player characters must use to progress or a notable stage hazard that is used throughout the level.
* GlassCannon: If you turn on both of Proto Man's abilities, Double abilities turned off (Double Damage and Proto Strike, Strike), then he is this. Proto He can shoot charge shots without the need to hold down a button, allowing him to deal twice the damage of a normal shot. In return, however, he takes twice as much damage from almost any attack.



* GustyGlade: Rain and Rain Flush can be used to alter the jump velocity allowing players to cross larger gaps, or hamper their progress. Fan Fiends and Yaffu enemies can also do the same and all can be put together to create a very hectic platforming experience.

to:

* GustyGlade: Rain and Rain Flush can be used to alter the jump velocity allowing players to cross larger gaps, or hamper their progress. Fan Fiends and Yaffu enemies as well as Oni Wind Generators can also do the same and all can be all put together to create a very hectic platforming experience.



** Super Arm creates blocks for you to throw with it, but if you're very reckless, especially when spawning blocks after jumping, you can get crushed by the same block you've created.
** Especially possible in scenarios with weapon-based platforms placed over instant-kill obstacles or bottomless pits. Any shots hitting those platforms would send the players to their doom.
* HolidayMode: The title screen will display a Christmas tree with presents surrouding it in the background if the game is being played on Christmas Eve and Christmas Day.

to:

** Super Arm creates blocks for you players to throw with it, throw, but if you're very reckless, especially recklessness (especially when spawning blocks after jumping, you can jumping) might get them crushed by the same block you've they've created.
** Especially possible in scenarios with weapon-based platforms placed over instant-kill obstacles or bottomless pits. Any reckless shots hitting those platforms would send the players to their doom.
* HolidayMode: The title screen will display a Christmas tree with presents surrouding it in the background background, if the game is being played on in the period between Christmas Eve and Christmas Day.New Year's Eve.



* IgnorantAboutFire: Fire can interact with more level objects than other elements, but can also bring a lot of trouble to unsuspecting players. You can melt ice platforms, ignite oil puddles or blast fuse boxes all by accident.
* InconvenientlyPlacedConveyorBelt: Right out of ''Mega Man 2''. One creative use of them is Stage #261218, a loose adaptation of the Yellow Devil boss as a PlatformBattle.

to:

* IgnorantAboutFire: Fire can interact with more level objects than other elements, but can also bring a lot of trouble to unsuspecting players. You They can melt ice platforms, Chill Platforms, ignite oil puddles or Oil Puddles, blast fuse boxes Fuse Boxes, or set fire to Napalm all by accident.
* InconvenientlyPlacedConveyorBelt: Right out of ''Mega Man 2''. One creative use of Version 1.8 allows to adjust them is Stage #261218, a loose adaptation of by direction and speed. Dynamo Conveyors from ''Mega Man & Bass'', however, pick up the Yellow Devil boss speed as a PlatformBattle.long as the players stand on them.



* InstructiveLevelDesign: Most types of mapping are encouraging the builders to do this, because the common players will fall into GuideDangIt territory thanks to people who aren't at all familiar with basic level design aspects: enemies' placements, level objects, gimmicks, or by not knowing special properties added to special weapons.
* ItOnlyWorksOnce: Checkpoints prior to 1.4 could only be used once without restarting or losing. One could not return to another checkpoint to save the stats or to have it as the last checkpoint to retry the level.
* ItsAWonderfulFailure: Losing all lifes in the Wily Challenge will give you a proper GameOver screen and a small quote at the bottom.

to:

* InstructiveLevelDesign: Most types of mapping are encouraging the builders to do this, because the common players will fall into GuideDangIt territory thanks to people who aren't at all familiar with basic level design aspects: enemies' placements, level objects, gimmicks, gimmicks - or by not knowing special properties added to special the myriad of weapons.
* ItOnlyWorksOnce: Checkpoints prior to Version 1.4 could only be used once without restarting or losing. One could not return to another checkpoint to save the stats stats, or to have it as the last checkpoint to retry the level.
* ItsAWonderfulFailure: Losing all lifes in the Wily Challenge will give you turn into a proper GameOver screen and screen, coupled with a small quote at the bottom.



** Downplayed with "Beached Splash Woman" in version 1.7: Once she's on dry land, she has a completely different attack pattern where she will either rain Laser Tridents on the player from above or shoot at them directly, making her more of a threat than Bubble Man out of water. However, she still won't be able to move, also making her a sitting duck for attacks.
* KaizoTrap: Awfully possible since it takes a couple of seconds after defeating a boss for the game to consider the level cleared. For instance, a boss arena could be set on a field of timed bombs over a bottomless pit. If the boss falls but you don't have enough footing before the level clear jingle kicks in, too bad.
* KillItWithFire: The description for the Gockroach S mentions that you should "kill [it] with fire!" Likewise, the description for its nest says that you're going to have to have a bigger flamethrower to get rid of them.

to:

** Downplayed with "Beached Splash Woman" in version since Version 1.7: Once she's on dry land, she has a completely different attack pattern where she will either rain Laser Tridents on the player from above or shoot at them directly, making her much more of a threat than Bubble Man out of water. However, she still won't be able to move, also making her a sitting duck for attacks.
* KaizoTrap: Awfully possible since it takes a couple of seconds after defeating a boss for the game to consider the level cleared. For instance, a boss arena could be set on a field of timed bombs over a bottomless pit. If After the boss falls but you don't falls, if the player character doesn't have enough footing before the level clear jingle kicks in, in - too bad.
* KillItWithFire: The description for the Gockroach S mentions that you anyone should "kill [it] with fire!" Likewise, the description for its nest says that you're the players are going to have to have a bigger flamethrower to get rid of them.



* LevelGoal: Levels can be made without a boss at the end by placing a weapon orb from ''VideoGame/MegaMan1'' or the Party Ball from ''Videogame/MegaMan8'' and ''VideoGame/MegaManPoweredUp''.
* LevelInBossClothing: Forcing the player to fight one (or more) boss(es) while traveling across the level is a very popular way to build maps. Alternatively the boss arena can be built in such way that the player must watch out for enemies, hazards or precarious footing, as much as they have to worry about the boss.
* LoadsAndLoadsOfLoading: The bigger the level, the longer it takes to load. Even in the builder, where the game periodically autosaves, if your level is big enough the autosave can even make it look like the game froze for several seconds (or even minutes if, for example, the level is a lengthy {{metroidvania}}). Version 1.8 significantly rectifies this issue.

to:

* LevelGoal: Levels can be made without a boss at the end by placing a weapon orb from ''VideoGame/MegaMan1'' or the Party Ball from ''Videogame/MegaMan8'' and ''VideoGame/MegaManPoweredUp''.
''VideoGame/MegaManPoweredUp''. Same also applies to the grey-colored Targets spread throughout the courses.
* LevelInBossClothing: Forcing the player to fight one (or more) boss(es) while traveling across the level is a very popular way to build maps. Alternatively Alternatively, the boss arena can be built in such way that the player must watch out for additional enemies, hazards or precarious footing, as much as they have to worry about the boss.
boss(es).
* LoadsAndLoadsOfLoading: The bigger the level, the longer it takes to load. Even in the builder, where the game periodically autosaves, if your level is big enough Same also applies to the autosave within the editor: it can even make it look like the game froze freeze for several seconds (or even minutes if, for example, if the level course in question is a lengthy {{metroidvania}}). Version 1.8 significantly rectifies this issue.
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Added DiffLines:

** Whenever the slide, Dodge Roll or conventional dashing is performed, [[VideoGame/MegaManAndBass Tengu Blade]] acts as a mobility enhancer, allowing the player to perform longer jumps and cut through enemies.
** [[VideoGame/MegaManV Break Dash]] is of the "charged" category, coupled with a regular buster for long-range encounters.
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Clarification for the "secret" music tune.


** Starting with Version 1.8.0, an 8-bit rendition of [[VideoGame/{{Undertale}} Megalovania]] can be used in the Level Builder.[[spoiler: The exact method involves the usage of text editing: after opening MMLV files with Notepad, any value on the line "1nX" (X means the number of the boss placed in the level) must be set for 69.]]

to:

** Starting with Version 1.8.0, an 8-bit rendition of [[VideoGame/{{Undertale}} Megalovania]] can be used in the Level Builder.[[spoiler: The exact method involves the usage of text editing: after opening MMLV files with Notepad, any value on the line "1nX" (X means the number of the boss placed in the level) must be set for to 69.]]
Is there an issue? Send a MessageReason:
Clarification for the "secret" music tune.


** Starting with Version 1.8.0, [[spoiler:an 8-bit rendition of [[VideoGame/{{Undertale}} Megalovania]]]] can be used in the Level Builder. [[spoiler:The exact method involves the usage of text editing.]]

to:

** Starting with Version 1.8.0, [[spoiler:an an 8-bit rendition of [[VideoGame/{{Undertale}} Megalovania]]]] Megalovania]] can be used in the Level Builder. [[spoiler:The Builder.[[spoiler: The exact method involves the usage of text editing.editing: after opening MMLV files with Notepad, any value on the line "1nX" (X means the number of the boss placed in the level) must be set for 69.]]

Added: 517

Changed: 513

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* DamnYouMuscleMemory: It's very easy to forget certain characters have small quirks and differences in their "slide" abilities.
** Mega Man and Proto Man ''must'' have at least 2-tiles wide spaces to stand up or they'll get stuck. They can slide over 1-tile wide gaps.
** Bass cannot slide under 1-tile gaps without Charge Kick.
** Roll's rolling dodge ''will'' fall in 1-tile wide gaps unlike Mega Man and Proto Man's slide.

to:

* DamnYouMuscleMemory: DamnYouMuscleMemory:
**
It's very easy to forget certain characters have small quirks and differences in their "slide" abilities.
**
abilities. To elaborate:
*** Both
Mega Man and Proto Man ''must'' have at least 2-tiles wide spaces to stand up or they'll get stuck. They can slide over 1-tile wide gaps.
** *** Bass cannot slide under 1-tile gaps without Charge Kick.
** *** Roll's rolling dodge Dodge Roll ability ''will'' fall in 1-tile wide gaps gaps, unlike Mega Man and Proto Man's slide.slide.
** Wave Burner is a force to be reckoned with on land. In the water, however, it can only push enemies away.
** Break Dash also doubles as a regular Buster-type of weapon whenever it's not charged. In this state, it doesn't consume the ammo energy, effectively replacing the usual Busters.
** Several weapons can be aimed up or down to change the distance of the shot ([=MM10=]'s Thunder Wool, [=MMV=]'s Salt Water).
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** Break Dash from ''VideoGame/MegaManV'' grants the player brief MercyInvincibility period in order to avoid CollisionDamage more efficiently.

to:

** Break Dash from ''VideoGame/MegaManV'' grants the player brief MercyInvincibility period in order to avoid CollisionDamage more efficiently. It's also useful for crossing instant-kill spikes.

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Changed: 72

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None


** ''Mega Man 4'' features a [[GameBreakingBug game-breaking glitch]] where if you use the Rain Flush on Dr. Wily as he's escaping Wily Machine #4, Wily's escape pod gets destroyed, and the game softlocks. With Wily Machine #4 being added in 1.8, utilizing the Rain Flush in the same manner ''still'' "kills" Dr. Wily. Thankfully, this doesn't cause a softlock, and it will still clear the level for you.

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** ''Mega Man 4'' features a [[GameBreakingBug game-breaking glitch]] where if you use the Rain Flush on Dr. Wily as he's escaping Wily Machine #4, Wily's escape pod gets destroyed, and the game softlocks. With Wily Machine #4 being added in 1.8, utilizing the Rain Flush in the same manner ''still'' "kills" Dr. Wily. Thankfully, this doesn't cause a softlock, and it will still clear the level for you. ''(Assuming if Wily Machine #4 was set as the "final" boss, that is.)''
*** Adding to the above, there's another way to "kill" Wily. After he hops out of Wily Capsule #6, the player has several seconds of movement. If Black Hole Bomb is among the available weapons, it can be used to suck the good doctor into the void.
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** ''Mega Man 4'' features a [[GameBreakingBug game-breaking glitch]] where if you use the Rain Flush on Dr. Wily as he's escaping Wily Machine #4, Wily's escape pod gets destroyed, and the game softlocks. With Wily Machine #4 being added in 1.8, utilizing the Rain Flush in the same manner ''still'' "kills" Dr. Wily. Thankfully, this doesn't cause a softlock, and it will still clear the level for you.

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* {{Retraux}}: Everything is done to visiually resemble the ''NES'', 8-bit, era.

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* {{Retraux}}: Everything is done to visiually resemble the ''NES'', 8-bit, era.''NES'' style of 8-bit gaming.
** Every asset coming from ''Game Boy series'' is colorized to match the aforementioned style. However, the enemies can be reverted back to the monochrome aesthetic the original Game Boy is most famous for.
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** Proto Man receives different colorations for ''Mega Man & Bass'' weaponry, similar to how the original game does the same to Bass.
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* OneHitPointWonder: Possible with implementation of Health Modifiers. These assets can be set up to a single HP; this allows the builders to create levels based solely on survival and avoiding incoming shots.

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