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Dr. Wily
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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.

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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), 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.

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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.


Build your tropes here!

  • 1-Up: You have infinite lives, so 1-ups just refill your life gauge ala 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.
  • 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, and 8 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.
  • 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."
    • 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.
  • 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.
  • 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.
  • 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.
  • 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 1 M-Tank.
    • There are 12 slots for weapons.
    • Due to server limitations, the number of levels you can upload online is 20. 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.
    • The player cannot collect more than seven Keys.
    • 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.
  • 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.
  • Character Select Forcing: Can be enforced with use of the character capsules, allowing for certain sections of the levels only be beaten with either Mega Man, Proto Man 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.
  • Color-Coded for Your Convenience:
    • Footholders can be changed of color in order to define whether they will shoot ot 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 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.
  • 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.
    • 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.
    • 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 Face Palm.
  • 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 another extra vertical height to your jumps and get through some tricky platforms and gaps.
    • There must be a 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.
  • Double Jump
    • Bass has an optional Double Jump.
    • Charge Kick can allow a Double Jump during an air slide.
  • 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 was unmanageable.
    • 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. onwards. Its sprite remains in the game files.
    • Since the Checkpoints (Retry Flags), the Teleporters, the Water, and the Boss Doors 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 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 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.
  • 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, throwing the occasional (but still easily to dodge) Bubble Lead.
  • 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.
  • 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.
  • Obvious Beta:
    • Among other things, most stages tend to suffer from slowdown, which is something that should generally not happen in a Mega Man game.
    • The 1.0.2 update has been reported to be really broken, with certain enemies failing to spawn after vertical screen transitions, screen transitions sometimes failing to work outright, and the game sometimes outright crashing when loading a level.
    • Likewise, the 1.0.3 update had an issue where Quick Man's force beams/Quick Lasers wouldn't despawn if you go into another section of the level and come back, making some levels impossible without restarting them if said lasers were the red instant death variant as seen below.
    • In the 1.3.0 update, the Treble Boost upgrade for Bass had a bad tendency to softlock the game whenever it was used.
    • Even with one of the newer updates (1.3.1), long levels or levels with many objects tend to still be riddled with slowdown and/or take a long time to load because the game seems to load and keep the entire level into memory upon starting it.
    • The weapon remover pickup that debuted in the 1.4.0 update has its fair share of game breaking bugs (or rather game crashing bugs), since if they're used during screen transitions or if you try to remove any of the adaptersnote  when they're your main weapon, it causes the game to crash.
      • On the topic of adapters, you can fly higher than the limit the Jet Adapter normally gives you, assuming it's your main weapon and you press the jump button precisely as you hit the ground.
    • The physics for the push blocks can get a little weird if you try to abuse them. You can get blocks inside other blocks or them even clipping into the terrain.
  • 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. 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)
  • 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".
  • 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 a 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.
  • 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.
  • 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.
    • 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.
  • 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.
  • 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.

Alternative Title(s): Mega Maker

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