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Video Game / Mega Man Maker

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Dr. Wily

Mega Man Maker (originally known as Mega Maker, until the Version 1.1.0 update — the "Man" was added to the title due to trademark issues) is a Mega Man level maker designed in the style of (and named after) Super Mario Maker. The game has been in development since September 2016, but on July 15th, it received an official release as Mega Maker following a worldwide preview the prior week, with more versions offering extra content coming soon. Players in this game can create their own levels and upload them to the server. The game and its most current updates can be downloaded here.

On September 9th, 2017, the team celebrated Cirno Day, based on Cirno herself from Touhou by updating the game version to 1.0.9. In this update, Cirno's weapon, the Perfect Freeze, is added in along with a new enemy called Croakers. A SiIvaGunner-styled music track based on Mega Man 5's Wily stage music mixed with her theme was also added.


On October 24th of the same year, version 1.1.0 was released which was essentially a major overhaul for the game, mainly its UI, which has been completely reworked, and the addition of new weapons (such as all the Mega Man and Mega Man Powered Up weapons — minus Super Arm, which wouldn't be added until 1.7), new enemies, and even two new bosses (Ice Man and Time Man).

Version 1.2.0 was released on December 17th, 2017, which apart from bringing more of what the above version added, most of which came from Mega Man 2 and 3, is notable for adding keys which work the same as they did in Super Mario Maker, and weapon capsules that allow you to unlock weapons mid-stage.

Version 1.3.0 was released on March 23rd, 2018, this time adding the ability to play as Proto Man and Bass, as well as switch between them. It also added some more assets from Mega Man 4 and 5. More things from Mega Man 6 were appearing.


In Version 1.4, more elements from Mega Man 6 were implemented, elements from Mega Man 7 (as well as Spring Man and Shade Man) were introduced, and the Wily Challenge mode was introduced into the game, essentially functioning as a rush of levels that you play sequentially with a limited amount of lives to take down Dr. Wily's castle. This version was released on 25th July 2018.

After a long wait, version 1.5 was released to the public on March 26, 2019. The update added loads of elements from Mega Man 8 and 9 (but mostly the latter) as well as new tilesets and backgrounds for the remaining games, and on a more surprising note, the ability to officially have multiple bosses in a stage, including features such as dropping an item upon death or having to beat all the bosses in the stage to finish the level, opening up tons of new potential for stages.

Later on, version 1.6 became available on February 22, 2020. This update brought tons of content from Mega Man 10 and 11 (plus several weapons from the Game Boy titles) to the table, along with other additional graphical elements from past games. It also allowed online multiplayer level editing: up to 8 players can work together while building a single level.

Unlike any other previous updates before it, version 1.7 (released on January 10, 2021) does not focus on bringing content from yet-to-be-represented Mega Man titles. Instead, it expands the library of assets from all 11 numbered games (and also adds music from Mega Man: The Wily Wars), alongside introducing Roll as a new playable character. It is the last major update where creator WreckingPrograms is directing or participating in a major role due to his personal consideration of achieving all he wanted in the game and his wish to move onto another projects. Since then, game programmer Luigi and server administrator Goldstorm are assigned as new project co-managers.

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  • 1-Up: You have infinite lives, so 1-ups just refill your life gauge like an instant-use E-Tank or the giant life pickups from Mega Man 7.
    • 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.
  • Added Alliterative Appeal: Several assets' descriptions use this with impressive results.
    Dark Man 3 Tile 2: These topaz tiles took time to tabulate to the total.
    Punk BG2: Pretty purple pipes, patterned profoundly. Presumably Punk's property.
  • Advancing Boss of Doom: 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.
  • Advancing Wall of Doom: 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.
  • Anti-Frustration Features: See 1-Up above.
  • Art Shift: 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.
  • Ascended Glitch:
    • 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. Word of God states that the dev team decided to keep the glitch because it's "a pretty cool bug."
    • Leaf Shield was not supposed to follow the player character if they were in motion when using it and continue in that direction, but it was liked and WreckingPrograms chose to leave it.
    • 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.
  • Ascended Meme:
    • Heat Ladder was a meme for Mega Man Maker's fandom, and it was eventually added in 1.5.
    • The Music Changer item was a meme for a while, before finally being added in 1.7.
  • Attack Reflector:
    • The Jewel Satellite is one of the weapon options that the player can use.
    • The Shine (or Reflector) is this, as Mega Man and his friends can shield themselves to reflect enemy projectiles.
    • Thunder Claw can push Grenade Man's Flash Bombs back at him. Otherwise, however, it does not apply.
    • Proto Man's shield can also reflect enemy projectiles, but he needs to jump and not shoot in order to do this. This reflection allows Proto Man to destroy Weapon Blocks by reflecting an enemy attack on them if he has equipped the corresponding weapon.
    • Mirror Buster creates energy from the projectiles it catches and sends it back.
  • Audience Surrogate: In the tutorial, Dr. Wily represents people happy to create a hard level, while Dr. Light represents people that prefer fair levels.
  • Author Avatar: Levels created by the game's development team and beta testers use their own custom avatars instead of the pre-built avatars. These range from Original Characters to Fox from Super Smash Bros. to Pokémon.
  • Author Appeal: There are two weapons inspired on Super Smash Bros. because WreckingPrograms is a fan of that franchise. Since beta testers PKWeegee and MrKyurem's are fans of Cirno, a character from Touhou, 1.0.9 included the Perfect Freeze as an allusion to that character and a second Mega Man 5 Wily Castle theme that combines the original theme with Cirno's theme. Version 1.7 sees the addition of another weapon inspired by Smash Bros. in the form of Command Selection.
  • Automatic Level: Just like in Super Mario Maker, levels can be made so you don't have to do anything but watch and win the level.
  • Balance Buff: The weapons in this game tend to be buffed so that they can become a bit more useful than their debut games. For example, the Hyper Bomb is not very useful in Mega Man, as it takes a while to explode when not making contact and the blast radius is small. In this game, it retains the delayed time to explode, but the blast radius now becomes bigger and goes four-ways like the bombs in Bomberman, and also damages enemies or Hyper Bomb blocks upon contact. Also, Super Arm from the same game 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 Mega Man Powered Up to generate up to five Guts Blocks.
  • Bottomless Magazines: 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.
  • Boss Arena Urgency: Boss fights can be set atop timed bomb platforms over bottomless pits, among other things.
  • Boss-Only Level: You can make these with any sort of boss room design you'd like, even adding additional screens than the traditional single screen.
  • Boss Rush: As of 1.5, you can now create your own boss rush in whatever way you like.
  • Bullet Hell: 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.
  • Cap:
    • For tanks, one can only have 9 E-Tanks and W-Tanks each as well as 1 M-Tank.
    • There are 12 slots for weapons.
    • As of Version 1.7.2, the number of levels you can upload online is 75. 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, and 50.
    • The player cannot collect more than seven Keys... until 1.7, that is. The announcement of their color variations reveals the drastic change in that department - a whopping 99 keys can be carried at a time. And that's not counting possible color options, which increase the total amount of keys to '396!
    • 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.
    • There cannot be more than 8 players in an online building room.
  • Charged Attack:
    • 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.
    • Atomic Fire and Pharaoh Shot, already chargeable weapons, appear here, as do the Power Adapter, the Super Adapter, the Wild Coil, and the Noise Crush as well as the Magma Bazooka.
    • Proto Man can charge his buster by default, unless the "Proto Strike" is activated.
    • Roll can can charge her Roll Swing attack, when "Charge Broom" option is selected.
  • Character Select Forcing: Can be enforced with use of the character capsules, allowing for certain sections of the levels to be beaten only with either Mega Man, Proto Man, Roll or Bass.
  • Checkpoint: They're implemented as flags you must touch to enable, like in 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.
  • Close-Range Combatant: Unlike her brothers (and Bass), Roll's default weapon is her broom, relying on her to be within melee range of her enemies in order to attack. She makes up with a combo game, however.
  • Color-Coded for Your Convenience:
    • Footholders can have their color changed in order to define whether they will shoot or not. Red ones do not shoot, green ones do. This was absent in Mega Man.
    • Force Beams have three colors: red ones are instantaneously lethal, yellow ones inflict seven points of damage, and green ones constantly damage the player.
    • Colors are important for Astro Gates and Astro Buttons. An Astro Button can affect an Astro Gate of the same color. The Astro Reset Button is gray to make it clearer that it resets the Astro Gates to their original positions.
    • Mecha Pitchans can attack differently depending on their color: red ones throw balls in a set arc, while blue ones throw homing balls.
    • Sheep Blocks and Sheep Spikes can be set up to 8 different color and graphic variations to make them dissapear in various sequences.
    • 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.
    • Keys and Key Doors are given color variations as well after the corresponding announcement for Version 1.7.
    • On/Off Switches/Blocks/Ladders/Spikes are blue and red respectively.
  • Damage-Sponge Boss: 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.
  • Developers' Foresight:
    • Every single asset in the editor has its own description. These include the various backgrounds and terrain tilesets, and given that the Mega Man series has its fair share of Cut-and-Paste Environments, much lampshading is a guarantee.
    • Metal Man is the only gravity-affected enemy that resists conveyor belts, always walking opposite the belt's direction so that he stays in place — a carryover from Mega Man 2.
    • Spring Man retains his oddity of becoming magnetized and invincible when struck by an electric attack, carried over from Mega Man 7. Even Spark Man's shots can cause this.
      • Two more easter eggs carried over from 7: Freeze Man will continuously 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.
  • Difficult, but Awesome:
    • 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.
    • There must be good precision to make use of the Wind Storm to mimic Wall Jump. The player has to be somewhat distant from the wall and must fire the weapon in specific spots.
    • Pile Driver has a knockback effect when the player dashes into an enemy or a wall. In tight vertical spots, this knockback can be used repeatedly to gain some height.
  • Difficulty Spike: There's a literal one that players can use in version 1.6!
  • Double Jump:
    • Bass has an optional Double Jump as he had in Mega Man & Bass. It's optional and disabled by default due to its omission in Mega Man 10.
    • Charge Kick can allow a Double Jump during an air slide. This can be effectively made into Triple Jump if Bass is the one utilizing Charge Kick.
  • Dual Boss: 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 more than two in the same room, though it would be overkill for your player character.
  • Dummied Out:
    • While they couldn't be placed in-game prior to 1.5, 2 Mega Man 9 enemies, Petit Devil and Caricarry, have been inside the game's files. Those enemies work fine, although you'll have to edit the stage file to get them. The fact that they were accessible was lampshaded when WreckingPrograms announced that they would be officialized.
    • Gemini Man is unaccessible, but unlike the two Mega Man 9 enemies, he could not work well. In fact, the reason he is not available is that he didn't work properly in uneven terrain.
    • The "Rockman Maker" Japanese Easter Egg Logo wasn't this at first, as it's present in 1.0. After the name change, however, the Easter Egg no longer shows up from 1.1.0. onward. Its sprite remains in the game files.
    • Since the Checkpoints (Retry Flags), the Teleporters, the Water, the Conveyor Belts, the Boss Doors, and other level objects were reimagined, previous versions are kept to avoid breaking old levels, but are now inaccessible.
  • Easter Egg: 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.
  • 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.
  • Fake Difficulty: Like in Super Mario Maker, 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.
  • Flavor Text: 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 Outs. See below.
  • Gimmick Level: 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.
  • Glass Cannon: 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.
  • Goomba Stomp: Unlike Mega Man 3, the Top Spin weapon can be used to bounce safely off enemies and damage them in the process.
  • Grandfather Clause: To modify some objects, new versions have been created while the old ones are left unused in order to have as much backwards compatibility as possible.
  • Guys Smash, Girls Shoot: Inverted. While Roll has access to ranged weapons like anyone else, her primary attack is swinging her broom.
  • Holiday Mode: 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.
  • Inconveniently Placed Conveyor Belt: Right out of Mega Man 2. One creative use of them is Stage #261218, a loose adaptation of the Yellow Devil boss as a Platform Battle.
  • It Only Works Once: 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.
  • It's Popular, Now It Sucks!: invokedThe caption of the background of MM2 Wily Stage 1 states: "Hopefully not as overused as the theme of this stage".
  • Joke Boss:
    • "Beached Bubble Man": If Bubble Man is on completely dry land, he will fall to the ground and start sobbing and not be able to move, only throwing the occasional fast-rolling (but still easy-to-dodge) Bubble Lead.
    • 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.
  • Kaizo Trap: 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.
  • Kill It with Fire: 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.
  • Level Editor: The core aspect of the game.
  • Level Goal: Levels can be made without a boss at the end by placing a weapon orb from Mega Man or the Party Ball from Mega Man 8 and Mega Man Powered Up.
  • Meaningless Lives: Normally, 1-ups only refill your health meter, but in Wily Challenge mode, they actually count.
  • Mercy Invincibility: If Mega Man happens to start a level on top of spikes, his temporary invincibility kicks in to allow the player to get off them.
  • Metroidvania: An item that unlocked weapons mid-level was a highly requested feature from fans of this genre who had to make do with maze levels and Sonic-like multi-layered adventures. It took some time, but they got it.
  • Move in the Frozen Time: Bosses immune or not weak to Time Stopper or Flash Stopper can still move as normal.
  • Mythology Gag:
    • Mega Man and Proto Man's aerial victory pose alludes to Mega Man's pose in Mega Man 3's Weapon Get screen.
    • Roll's standard attacks with her broom mimic Zero's attacks with his Z-Saber, right down to the three-slash combo and the rolling slash.
  • Nintendo Hard: Many levels are made like this.
  • No-Sell: Bosses can have immunity to a single weapon. Spring Man in particular is immune to the Thunder Beam unless it is set as his weakness. Shooting him with that under normal conditions makes him generate an invincible magnetic field which, peharps unintentionally, only the Thunder Claw can pierce.
  • Nostalgia Level:
    • One of the included example levels is a recreation of the first Wily Castle stage from Mega Man 2, except with enemies that weren't present in Mega Man Maker substituted for different ones and the 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, Pharaoh Man, is even utilised in a creative way to emulate the Mecha Dragon battle from the original.
    • Recreating stages from other franchises or even obstacle courses from reality shows is, of course, a common practice among players.
  • Ocular Gushers: Bubble Man devolves into this if he is placed on dry land.
  • One-Hit Kill:
    • Will happen if the player character touches 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.
  • Perpetual Beta: 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.
  • Platform Hell:
    • 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.
    • Levels with spikes loaded everywhere, where one fatal error means death.
    • Dr. Wily even suggests that you should add as many as possible in the tutorial to give Mega Man a difficult time.
      Dr. Wily: And between you and me, make sure to place as many death spikes as possible! Anything to give that Mega Man a hard time!
  • Power Up Letdown: 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.
  • Power-Up Magnet:
  • Pun:
    • The description for Katonbyon says that it's "a bugger", which makes sense since it's a robot insect.
    • The Mega Man 6 Fan is described as "your biggest one".
  • Random Number God: 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.
  • Rise to the Challenge: Can be set up with Fire Wall travelling vertically to the top.
  • Schizophrenic Difficulty: Since the Wily Challenge uses random user-created levels, it is possible to find levels with diverse difficulty, which also includes Sturgeon's Law rearing its ugly head in here. 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.
  • Schmuck Bait:
    • Try using Thunder Beam on Spring Man; he likes electricity. As of version 1.5, Thunder Claw instead will damage him despite activating his special ability, though.
    • Oil tempts the player to let fire fall over it.
  • Scrappy Weapon: invoked The flavor text of the Item-3 implies that it is not a very useful item in comparison to the other two items.
    "Throw out a platform that bounces and scales walls. Good for... uh... wait..."
  • Shock and Awe: Thunder Beam from the original Mega Man, as well as Spark Man from Mega Man 3. You may not want to try electrifying Spring Man, though...
  • Shout-Out:
  • Slippy-Slidey Ice World: Ice Man's tiles, the second tiles for Cossack 1, the alternate Mega Man 6 Wily 2 tiles, as well as Freeze Man's tiles are slippery, but the Cossack 1 and Blizzard Man's are not. The game even lampshades this with their tooltip.
    "Apparently some people think this [tile] has ice physics. It doesn't."
  • Special Edition Title: On Christmas, the main title image is a Christmas tree.
    • Several Endless backgrounds' descriptions from Mega Man 10 take a jab at their own source game, calling it Red Sun Edition and Blue Moon Edition.
  • Spiritual Successor: To the level editor from Mega Man Powered Up. It features most of the same design elements, but removes the limitations of Powered Up's editor, such as adding a wider selection of tiles per stage, no restriction to the number of enemies in a single "room," and allowing customization of the boss rooms (complete with optional boss corridors). It also serves as one to the canceled Mega Man Universe, a game with a similar concept to Mega Man Maker.
  • Stone Wall: One of the two Super Smash Bros. 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 Leaf Shield, Skull Barrier, and 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.
  • Sturgeon's Law: This comes naturally with any level editor game — with both professionally-made levels and low-effort levels inhabiting the level browser. Try playing any of the newest levels and more often than not, they're not going to be well-made.
  • Take That!:
    • The flavor text for MM3 Wily 1 Water states that "illegal mods" are now obsolete. This is an attack on the Transparent Water mod.
    • The flavor text of one of Wily Spikes mocks "modern art".
    • The sneak peek confirming the Commando Bomb does a reference to a puzzle in Mega Man X5 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.
    • The Fire Wall's announcement mocks some firewall software's tendency to damage files while searching threats.
  • Tornado Move: 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 Wily Firewall, WreckingPrograms put a TM in the name of that gimmick to make jokes around the two meanings of Firewall.
  • Unwinnable by Design: While such shenanigans are frowned upon, one could set up levels with softlocking traps. Like a path filled with goal orbs that leads to a spike pit with a checkpoint over it.
  • Unwinnable by Mistake: 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.
  • Utility Weapon:
    • The purpose of item blocks is to invoke this with the selected item.
    • The Oil Slider is useful to surf over water, cross a stage, circumvent conveyor belts in the opposite direction, and give the opportunity of a second jump to jump higher at the expense of the oil surface used.
    • 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.
    • The Pile Driver, despite being a powerful weapon, also works as an air-dashing tool that can destroy Cracked Blocks. It also comes with a perk to be utilized several times in a row, allowing the player to cross large pits with ease.
    • The Super Arm can create blocks as well as just pick them up, letting it block off enemies or create temporary platforms.
  • Video Game Dashing:
    • The Charge Kick is changed to also work as an air dash in a homage to the ROM hacks Rockman 5 Air Sliding and Rockman 4 Burst Chaser x Air Sliding.
    • Pile Driver provides this as well, whether be it on land or in the air.
  • Visual Pun: Roll has the ability to roll to dodge attacks.
  • You Don't Look Like You: 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.
  • Zero-Effort Boss:
    • Bubble Man, if he is placed on dry land, is nigh this. Aside from crying, he never moves and only occasionally throws a solitary Bubble Lead projectile that doesn't even bounce. Averted in the case of his arena only being semi-flooded, as he simply drops back into the water and resumes attacking.
      Bubble Man Flavor Text: Swims towards you, firing spurts and Bubble Leads. Said to be defective on land.
    • Authors often set bosses to get instantly killed in some way as a gag.
    • Averted with Splash Woman. When she first arrives, she'll land on the ground and grumble, but she still attacks, using her singing to summon a hail of tridents and shooting at the players on the ground. She doesn't move, but makes up for it with those attacks.

Alternative Title(s): Mega Maker


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