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** For tanks, one can only have 9 E-Tanks and 1 M-Tank.

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** For tanks, one can only have 9 E-Tanks and W-Tanks each as well as 1 M-Tank.



** The player cannot collect more than seven Keys.

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** The player cannot collect more than seven Keys.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!''


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** Keys and Key Doors are given color variations as well after the corresponding announcement for Version 1.7.
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* RandomNumberGod: As it was seen from its announcement trailer, Command Selection allows player to pick from 4 different weapons at any time. Repeated usage always picks random weapons to choose from.
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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 ''VideoGame/MegaMan1'' and ''VideoGame/MegaManPoweredUp'' weapons, minus Super Arm), new enemies, and even two new bosses (Ice Man and Time Man).

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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 ''VideoGame/MegaMan1'' and ''VideoGame/MegaManPoweredUp'' weapons, weapons -- minus Super Arm), Arm, which wouldn't be added until 1.7), new enemies, and even two new bosses (Ice Man and Time Man).



* AuthorAppeal: There are two weapons inspired on ''VideoGame/SuperSmashBros'' 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.

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* AuthorAppeal: There are two weapons inspired on ''VideoGame/SuperSmashBros'' 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 ''Mega Man 5 5'' Wily Castle theme that combines the original theme with Cirno's theme.theme. Version 1.7 sees the addition of another weapon inspired by ''Smash Bros.'' in the form of Command Selection.



* BalanceBuff: 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 ''VideoGame/MegaMan1'', 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 ''Videogame/{{Bomberman}}'', and also damages enemies or Hyper Bomb blocks upon contact.

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* BalanceBuff: 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 ''VideoGame/MegaMan1'', 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 ''Videogame/{{Bomberman}}'', ''VideoGame/{{Bomberman}}'', and also damages enemies or Hyper Bomb blocks upon contact.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 ''VideoGame/MegaManPoweredUp'' to generate up to five Guts Blocks.

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[[spoiler: Unlike any other previous updates before it, the upcoming version 1.7 will not be focusing on bringing content from yet-to-be-represented Mega Man titles; instead it will be expanding the library of assets from all 11 numbered games.]]

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[[spoiler: Unlike any other previous updates before it, the upcoming version 1.7 will not be focusing on bringing content from yet-to-be-represented Mega Man titles; instead it will be expanding the library of assets from all 11 numbered games.]]
games.



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

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



** 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.

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** 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.



** Bass has an optional Double Jump.

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** Bass has an optional Double Jump.Jump as he had in ''Mega Man & Bass''. It's optional and disabled by default due to [[BagOfSpilling its omission]] in ''Mega Man 10''.



** 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.

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** 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.didn't work properly in uneven terrain.



** 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.

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** Since the Checkpoints (Retry Flags), the Teleporters, the Water, the Conveyor Belts, the Boss Doors and other level objects were reimagined, [[GrandfatherClause previous versions are kept to avoid breaking old levels, but are now inaccessible.inaccessible]].


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* GrandfatherClause: 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.
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* MythologyGag: Mega Man and Proto Man's aerial victory pose alludes to Mega Man's pose in ''Mega Man 3's'' WeaponGet screen.


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** The Fire Wall will destroy almost all enemies, all bosses and the player character unless it is frozen.
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* PerpetualBeta: The game has received updates since its initial release and is intended to remain in development toadd 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 is intended to remain in development toadd to add more elements from the Mega Man classic series or from the team.
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[[spoiler: Unlike any other previous updates before it, the upcoming version 1.7 will not be focusing on bringing content from yet-to-be-represented Mega Man titles; instead it will be expanding the library of assets from all 11 numbered games.]]

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This game is a Perpetual Beta. Canon Mega Man games have slowdown. Also, I don't think Obvious Beta fits.


* 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 any attack.

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* 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.



* ObviousBeta:
** [[http://www.sprites-inc.co.uk/showthread.php?tid=1992&pid=31926#pid31926 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 [[https://mega-maker.com/forum/viewtopic.php?f=5&t=534 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 [[OneHitKill 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 [[GameBreakingBug 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 adapters[[note]](Jet Adapter, Power Adapter, and Super Adapter)[[/note]] 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.
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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 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.

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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.

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* ArtShift: 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=]''.

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* ArtShift: The custom-made character icons/avatars (Mega, Proto, Roll, Light, Wily, the ''[=MM1=]/PU'', ''7'', ''8'', and ''8'' ''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=]''.''[=MM6=]'' and ''[=MM9=]''.



** 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.



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



** The [[AdvancingWallOfDoom Firewall]]'s announcement mocks some firewall software's tendency to damage files while searching threads.

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** The [[AdvancingWallOfDoom Firewall]]'s Fire Wall]]'s announcement mocks some firewall software's tendency to damage files while searching threads.threats.



* VideoGameDashing: The Charge Kick is changed to also work as an air dash in a homage to the [[GameMod ROM hacks]] ''Rockman 5 Air Sliding'' and ''Rockman 4 Burst Chaser x Air Sliding''.

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* VideoGameDashing: VideoGameDashing:
**
The Charge Kick is changed to also work as an air dash in a homage to the [[GameMod ROM hacks]] ''Rockman 5 Air Sliding'' and ''Rockman 4 Burst Chaser x Air Sliding''.
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** Chemical Solution can be affected by water-based weaponry which reduces its condition.

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** Chemical Solution can be affected by water-based weaponry which reduces its condition. In contrast, Rain Flush, being acid rain, amplifies its condition.
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** Pile Driver has a knockback when the player dashes into an enemy or a wall. In tight vertical spots, this knockback can be used repeatedly to gain some height.

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** 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 a regular water, while condition 4 is a green acid substance which inflicts damage upon contact.



** Chemical Solution can be affected by water-based weaponry which reduces its condition.



* RiseToTheChallenge: Can be set up with Wily Firewall travelling vertically to the top.

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* RiseToTheChallenge: Can be set up with Wily Firewall Fire Wall travelling vertically to the top.



** The Water Wave may cool down ignited oil, provided the oil is not tied to a fire beam or inside the water.

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** 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.


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** 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.

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** Mirror Buster creates energy from the projectiles it catches and sends it back.



**There cannot be more than 8 players in an online building room.



** 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.

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** Since the Checkpoints (Retry Flags), the Teleporters, the Water, and 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.

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Later on, version 1.6 became available on February 22, 2020. This update brings tons of content from ''Mega Man 10'' and ''11'' (plus several weapons from 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.

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Later on, version 1.6 became available on February 22, 2020. This update brings brought tons of content from ''Mega Man 10'' and ''11'' (plus several weapons from 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.



* DifficultySpike: There's ''a literal one'' that players can use in version 1.6!



** Charge Kick can allow a Double Jump during an air slide.

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** 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.


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* RiseToTheChallenge: Can be set up with Wily Firewall travelling vertically to the top.


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*** Mega Man 10 Endless background 20: "[[VideoGame/CastlevaniaSymphonyOfTheNight What is perspective? A miserable little pile of secrets.]]"


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** 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''.


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** [[VideoGame/MegaMan11 Pile Driver]] provides this as well, whether be it on land or in the air.
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* AddedAlliterativeAppeal: 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.
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Later on, version 1.6 became available on February 22, 2020. This update brings tons of content from ''Mega Man 10'' and ''11'' (plus several weapons from 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.
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*** Mega Man 10 Endless background 12: "[[Videogame/Tetris Stack enough J and L Tetrominoes and you get this. No line clears though.]]"

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*** Mega Man 10 Endless background 12: "[[Videogame/Tetris "[[{{Videogame/Tetris}} Stack enough J and L Tetrominoes and you get this. No line clears though.]]"
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*** Mega Man 10 Endless background 12: "[[Franchise/Tetris Stack enough J and L Tetrominoes and you get this. No line clears though.]]"

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*** Mega Man 10 Endless background 12: "[[Franchise/Tetris "[[Videogame/Tetris Stack enough J and L Tetrominoes and you get this. No line clears though.]]"
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*** Mega Man 10 Endless background 12: "[[VideoGame/Tetris Stack enough J and L Tetrominoes and you get this. No line clears though.]]"

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*** Mega Man 10 Endless background 12: "[[VideoGame/Tetris "[[Franchise/Tetris Stack enough J and L Tetrominoes and you get this. No line clears though.]]"
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*** Commando Man's first background: "Rumor has it some [[VideoGame/PennAndTellersSmokeAndMirrors bus driver is crossing this desert]] to this day."
*** Mega Man 10 Wily 4 background 4: "A simple chamber. But whose? Guess you could call it a [[Literature/HarryPotterAndTheChamberOfSecrets chamber of secrets]]."
*** Mega Man 10 Endless background 12: "[[VideoGame/Tetris Stack enough J and L Tetrominoes and you get this. No line clears though.]]"
*** Mega Man 10 Endless background 14: "[[VideoGame/SonicColors I'm gonna reach for the staaaaaars... Although they look pretty faaaaaar...]]"
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*** Even some of the enemies have shoutouts. The description for the ''VideoGame/MegaMan10'' Sola O enemy calls it a "[[VideoGame/PokemonGoldAndSilver Sunflora]] wannabe".
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* AudienceSurrogate: In the tutorial, Dr. Wily represents people happy to create a hard level, while Dr. Light represents people that prefer fair levels.
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* AuthorAppeal: There are two weapons inspired on ''VideoGame/SuperSmashBros'' because [=WreckingPrograms=] is fan of that franchise, while the Perfect Freeze was added due to beta tester [=PKWeegee=] is a fan of Cirno, a character from ''Touhou''.

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* AuthorAppeal: There are two weapons inspired on ''VideoGame/SuperSmashBros'' because [=WreckingPrograms=] is a fan of that franchise, while the Perfect Freeze was added due to franchise. Since beta tester testers [=PKWeegee=] is a fan and [=MrKyurem=]'s are fans of Cirno, a character from ''Touhou''.''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.



*** 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.

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*** 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.{{Facepalm}}.



* DoubleJump

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* DoubleJumpDoubleJump:

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* AuthorAppeal: There are two weapons inspired on ''VideoGame/SuperSmashBros'' because [=WreckingPrograms=] is fan of that franchise, while the Perfect Freeze was added due to beta tester [=PKWeegee=] is a fan of Cirno, a character from ''Touhou''.



** 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.

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** 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. Previously, the limit was 10.


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** The [[AdvancingWallOfDoom Firewall]]'s announcement mocks some firewall software's tendency to damage files while searching threads.
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* 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.
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** The Ring Boomerang has the item-gathering properties from ''VideoGame/MegaManIV'', which was also present in ''[[VideoGame/RockmanMinusInfinity]]''.

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** The Ring Boomerang has the item-gathering properties from ''VideoGame/MegaManIV'', which was also present in ''[[VideoGame/RockmanMinusInfinity]]''.''VideoGame/RockmanMinusInfinity''.

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** You can choose between the three versions of the charged Mega Buster shot, but 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.

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** You can choose between the three versions of the charged Mega Buster shot, but the 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.


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* DoubleJump
** Bass has an optional Double Jump.
** Charge Kick can allow a Double Jump during an air slide.


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* 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.

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* 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.



** 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.

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** The 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.



* {{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.



* UnwinnableByMistake: Due to the game receiving many updates, any levels that relies on now-patched glitches are now this. Hope you don't stumble upon these kinds of levels in the Wily Challenge.

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* UnwinnableByMistake: 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.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/logo_111.png]]

->''Hello there! You're here to create your own levels, I assume? Then you've come to the right place! I've used this editor to create my award-winning stages for years!''
-->-- '''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 ''Franchise/MegaMan'' level maker designed in the style of (and named after) ''VideoGame/SuperMarioMaker''. 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 [[https://megamanmaker.com/ here]].

On September 9th, 2017, the team celebrated Cirno Day, based on Cirno herself from {{VideoGame/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 Music/{{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 ''VideoGame/MegaMan1'' and ''VideoGame/MegaManPoweredUp'' 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 ''VideoGame/SuperMarioMaker'', 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 [[ScheduleSlip a long wait]], [[https://youtu.be/jyXA4QzIf2Q 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!
* OneUp: You have infinite lives, so 1-ups just refill your life gauge ala 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.
* 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.
* {{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.
* AntiFrustrationFeatures: See OneUp above.
* ArtShift: 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=]''.
* AscendedGlitch:
** 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."
** 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.
* AscendedMeme: Heat Ladder was a meme for ''Mega Man Maker''[='=]s fandom, and it was eventually added in 1.5.
* AttackReflector:
** 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.
* AuthorAvatar: 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 OriginalCharacter[=s=] to Fox from ''VideoGame/SuperSmashBros'' to ''Franchise/{{Pokemon}}''.
* 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.
* BalanceBuff: 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 ''VideoGame/MegaMan1'', 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 ''Videogame/{{Bomberman}}'', and also damages enemies or Hyper Bomb blocks upon contact.
* 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.
* BossArenaUrgency: Boss fights can be set atop timed bomb platforms over bottomless pits, among other things.
* BossOnlyLevel: You can make these with any sort of boss room design you'd like, even adding additional screens than the traditional single screen.
* BossRush: As of 1.5, you can now create your own boss rush in whatever way you like.
* 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.
* {{Cap}}:
** For tanks, one can only have 9 E-Tanks and 1 M-Tank.
** 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.
* ChargedAttack:
** You can choose between the three versions of the charged Mega Buster shot, but 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.
* CharacterSelectForcing: 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 ''[[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.
* ColorCodedForYourConvenience:
** 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 ''VideoGame/MegaMan1''.
** 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.
* 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.
* DevelopersForesight:
** ''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 CutAndPasteEnvironments, much [[LampshadeHanging 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 FacePalm.
* DifficultButAwesome:
** 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.
* 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 more than two in the same room, though it would be overkill for your player character.
* DummiedOut:
** 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.
* 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.
* {{Facepalm}}: [[spoiler: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 UpToEleven as enemies are set on the edge of screen transitions that you'll get forced to trip on while backtracking around.
* 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.
* GimmickLevel: 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.
* 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 any attack.
* GoombaStomp: Unlike ''Videogame/MegaMan3'', the Top Spin weapon can be used to bounce safely off enemies and damage them in the process.
* 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.
* ItsPopularNowItSucks: [[invoked]]The caption of the background of [=MM2=] Wily Stage 1 states: "Hopefully not as overused as the theme of this stage".
* JokeBoss: "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.
* 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.
* LevelEditor: The core aspect of the game.
* 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''.
* MeaninglessLives: Normally 1-ups only refill your health meter, but in Wily Challenge mode they actually count.
* MercyInvincibility: 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 [[TheMaze maze levels]] and ''Sonic''-like multi-layered adventures. It took some time, but they got it.
* NintendoHard: Many levels are made like this.
* NoSell: 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.
* NostalgiaLevel:
** 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.
** Recreating stages from other franchises or even obstacle courses from reality shows is, of course, a common practice among players.
* ObviousBeta:
** [[http://www.sprites-inc.co.uk/showthread.php?tid=1992&pid=31926#pid31926 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 [[https://mega-maker.com/forum/viewtopic.php?f=5&t=534 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 [[OneHitKill 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 [[GameBreakingBug 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 adapters[[note]](Jet Adapter, Power Adapter, and Super Adapter)[[/note]] 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.
* OcularGushers: Bubble Man devolves into this if he is placed on dry land.
* OneHitKill:
** 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. 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)
* PlatformHell:
** 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!
* 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.
* PowerUpMagnet:
** 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''.
* {{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".
* SchizophrenicDifficulty: Since the Wily Challenge uses random user-created levels, it is possible to find levels with diverse difficulty, which also includes SturgeonsLaw 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.
* SchmuckBait:
** Try using [[VideoGame/MegaMan Thunder Beam]] on [[VideoGame/MegaMan7 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.
* ScrappyWeapon: [[invoked]] The flavor text of the [[VideoGame/MegaMan2 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..."
* 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...
* ShoutOut:
** In the original release, the two weapons in the "Other" category included [[Videogame/{{Kirby}} Meta Knight]]'s Mach Tornado and [[Videogame/StarFox Fox]]'s Reflector (renamed "Shine"), both straight out of ''VideoGame/SuperSmashBros'' and complete with their original sound effects, though were later converted into 8-bit sound effects. The two weapons above would later be joined by [[{{VideoGame/Touhou}} Perfect]] [[SpreadShot Freeze]] in 1.0.9.
** As of the 1.1.0 update, many tooltips on tiles and backgrounds have various shoutouts to other series.
*** Toad Tile's description reads: "Mossy Bricks which smells vaguely like [[Franchise/TeenageMutantNinjaTurtles pizza.]]"
*** 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.
*** Plant Man's background tooltip references [[Music/GunsNRoses Guns N' Roses' Welcome to the Jungle]], although it gets cut short by the description limit.
*** 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.
*** On the topic of Shade Man, the second Shade Man background references the Gilliam Knight's gimmick from ''VideoGame/MegaMan7''.[[note]](These were enemies that moved around and looked like jousting knights, but upon the moon appearing, they turned into wolves.)[[/note]]
----> "A dark horizon that sets the perfect atmosphere to turn knights into werewolves."
*** Surumaker's flavor text alludes to ''WesternAnimation/SpongeBobSquarePants'', more specifically, Squidward's tense relationship with [=SpongeBob=] and Patrick Star.
*** The fourth [[VideoGame/MegaMan9 Magma Man]] background’s description references ''WesternAnimation/TheSimpsons''.[[note]](Specifically, the [[MemeticMutation memetic]] “Steamed Hams” scene.)[[/note]]
----> "Steam from pipes? At this time of the year, localized entirely in this BG?"
*** Drill Man's second background: "Large pipes used for transportation of various minerals and [[Franchise/SuperMarioBros plumbers]]."
*** Dr. Cossack's second background: "A generic fortress texture with a [[Anime/LoveLive snow halation]] window."
*** Napalm Man's third background: "These tanks are actually out of fuel. [[VideoGame/MegaManX No using them as a ride armor.]]"
*** Dark Man 1's fourth background: "[[VideoGame/YoshisIsland These bricks bring up memories of a green dino and his island.]]"
*** Mr. X 1's second background: "The previous BG but without the moon. [[VideoGame/SuperMarioOdyssey No need to collect 880 of them.]]"
*** Mr. X 2's second background: "[[VideoGame/Portal2 Spaaaceeeee]]"
*** Hornet Man's first background: "[[Film/TheWickerMan2006 Not the beeeeeeees.]]"
*** Plug Man's second background: "You can plug in stuff up to the power of [[Film/BackToTheFuture 1.21 gigawatts]]."
*** Snake Man tile: "[[VideoGame/Fallout3 Use these tiles to create a tunnel, and you'll rule.]]"
*** Wily ladder 21 (which is red): "One of the spiciest color choices, looking like [[Music/RedHotChiliPeppers hot chili peppers]]."
*** Slash Man spike: "[[WesternAnimation/FamilyGuy Hey Lois!]] Remember when that dinosaur impaled me in Slash Man's stage?"
*** Burst Man spike: "This spike [[Anime/{{Pokemon}} wants to be the very best, like no one ever was]]."
*** Tornado Man spike: "Not again! The death bringers of the [[VideoGame/Sonic3AndKnuckles Flying Battery Zone]]!"
* SlippySlideyIceWorld: [[VideoGame/MegaMan1 Ice Man]]'s tiles, the second tiles for [[VideoGame/MegaMan4 Cossack 1]], the alternate ''Mega Man 6'' Wily 2 tiles, as well as Freeze Man's tiles are slippery, but the Cossack 1 and [[VideoGame/MegaMan6 Blizzard Man]]'s are not. The game even [[LampshadeHanging lampshades this]] with their tooltip.
--> "Apparently some people think this [tile] has ice physics. It doesn't."
* SpecialEditionTitle: On Christmas, the main title image is a Christmas tree.
* SpiritualSuccessor: To the level editor from ''VideoGame/MegaManPoweredUp''. 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''.
* 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.
* SturgeonsLaw: 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.
* TakeThat:
** 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 ''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.
* 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.
* UnwinnableByDesign: While such shenanigans are 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.
* UnwinnableByMistake: Due to the game receiving many updates, any levels that relies on now-patched glitches are now this. Hope you don't stumble upon these kinds of levels in the Wily Challenge.
* UtilityWeapon:
** The purpose of item blocks is to invoke this with the selected item.
** The [[VideoGame/MegaManPoweredUp 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.
* VideoGameDashing: The Charge Kick is changed to also work as an air dash in a homage to the [[GameMod ROM hacks]] ''Rockman 5 Air Sliding'' and ''Rockman 4 Burst Chaser x Air Sliding''.
* ZeroEffortBoss:
** 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.
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