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** The flavor text for [[VideoGame/MegaMan3 MM3]] Wily 1 Water in ''VideoGame/MegaManMaker'' is "This revolutionary water tile makes illegal mods obsolete." It referenced Fanduber, the infamous [[{{Troll}} troll]] of the Mega Man Maker Forums, and his infamous distaste of game mods, which he once believed were "illegar"[[note]]the infamous typo was corrected in the ingame description of the tile[[/note]], even though the game maker [=WreckingPrograms=] were okay with them. The incident is not even brought up on the official Wiki for some reason.
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* GoombaStomp: Unlike ''Videogame/MegaMan3'', the Top Spin weapon can be used to bounce safely off enemies and damage them in the process.

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* GoombaStomp: GoombaSpringboard: Unlike ''Videogame/MegaMan3'', the Top Spin weapon can be used to bounce safely off enemies and damage them in the process.process also while gaining more height than a normal jump.
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* PowerCopying: Downplayed. An update allow players to make boss give them Special Weapons, it doesn't have to be their original weapon (or even a logical one).
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* BalancePowerSkillGimmick:
** ''Mega Man'' is the '''Balance''' character. He won't be as strong as Proto Man with Proto Strike or Roll, nor he will have the agility of Bass, but he's still nimble if he has his slide and he can also hold different types of charge shots. Everything tends to keep him in the middle ground between power, speed and mobility.
** ''Proto Man'' has his shield and he can naturally slide and charge his buster shot (no option to disable those). He's the only who has access to the Proto Strike, a regular buster shot with the strength of a charge shot, however he can also take double damage to counterbalance such strength, putting him into the '''Power''' category.
** ''Roll'' by default has a much shorter range melee attack, but she can deal more damage quicker with her combos and she also has access to a very useful rolling dodge that can give her invincibility setting her as a '''Skill''' character.
** ''Bass'' has the highest mobility of all character with his dash to increase his horizontal jump reach and even access to a double jump. He's also the only character that can naturally aim his buster, but his overall power is low and it's very easy to get hit several times if the player is careless, putting him into the '''Gimmick''' category.
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** Upon completing, of failing, the Wily Challenges you can download any levels you played. Just in case you came across one you really liked.

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** Upon completing, of or failing, the Wily Challenges you can download any levels you played. Just in case you came across one you really liked.
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* {{Antepiece}}: In the tutorial, Dr. Wily and Dr. Light advise to introduce a gimmick in a safe way first before testing the player with it. It's generally considered [[HouseRules bad practice among the community]] to introduce a new gimmick in the level in a room with too many enemies, or, even worse, with OneHitKill hazards in it [[note]]Seasoned level builders never take another player's knowledge of a level object for granted since there are '''so many things''' to work with in ''Mega Man Maker'' and you can never know if the person playing is a veteran of the series or a newcomer with little knowledge of the level hazards and gimmicks[[/note]].

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* {{Antepiece}}: In the tutorial, Dr. Wily and Dr. Light advise to introduce a gimmick in a safe way first before testing the player with it. It's generally considered [[HouseRules bad practice among the community]] to introduce a new gimmick in the level in a room with too many enemies, or, even worse, with OneHitKill hazards in it [[note]]Seasoned level builders never take another player's knowledge of a level object for granted since there are '''so many things''' to work with in ''Mega Man Maker'' and you can never know tell if the person playing is a veteran of the series or a newcomer with little knowledge of the level hazards and gimmicks[[/note]].
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* UnwinnableByDesign: Can happen to anyone-- from new players to even veterans due to lack of knowledge/testing, overisght or sheer accident[[note]]This is one of the reasons players are often encouraged to intentionally ''fail'' parts of their own levels, in order to see if they didn't overlook something that can end up frustrating others[[/note]].

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* UnwinnableByDesign: Can happen to anyone-- from new players to even veterans due to lack of knowledge/testing, overisght or sheer accident[[note]]This is one of the reasons players are often encouraged to intentionally ''fail'' parts of their own levels, in order to see if they didn't overlook something that can end up frustrating others[[/note]].others [[/note]].
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* UnwinnableByDesign: Can happen to anyone-- from new players to even veterans due to lack of knowledge/testing, overisght or sheer accident[[note]]This is one of the reasons players are often encouraged to intentionally ''fail'' their own levels, in order to see if they didn't overlook something that can end up frustrating others[[/note]].

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* UnwinnableByDesign: Can happen to anyone-- from new players to even veterans due to lack of knowledge/testing, overisght or sheer accident[[note]]This is one of the reasons players are often encouraged to intentionally ''fail'' parts of their own levels, in order to see if they didn't overlook something that can end up frustrating others[[/note]].
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* UnwinnableByDesign: Can happen to anyone-- from new players to even veterans due to lack of knowledge/testing, overisght or sheer accident.

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* UnwinnableByDesign: Can happen to anyone-- from new players to even veterans due to lack of knowledge/testing, overisght or sheer accident.accident[[note]]This is one of the reasons players are often encouraged to intentionally ''fail'' their own levels, in order to see if they didn't overlook something that can end up frustrating others[[/note]].
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* UnwinnableByDesign: Happens naturally to new players, even veterans, for lack of knowledge/testing, overisght or sheer accident.

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* UnwinnableByDesign: Happens naturally Can happen to anyone-- from new players, players to even veterans, for veterans due to lack of knowledge/testing, overisght or sheer accident.

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* 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.

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* UnwinnableByDesign: Happens naturally to new players, even veterans, for lack of knowledge/testing, overisght or sheer accident.
**
While such shenanigans are (very) frowned upon, one could set up levels with softlocking traps. Like a path filled with goal orbs [[SchmuckBait that leads to]] a spike pit with a checkpoint over it.it.
** A downplayed example is getting the player into a pit or a place they can't escape forcing them to go back to the last checkpoint.
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** In some maps you may need a special weapon to progress, but you can get into a part of the level where the level builder forgot backtracking is impossible... Oops. Bigger maps often do this by accident.
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** Upon completing, of failing, the Wily Challenges you can download any levels you played. Just in case you came across one you really liked.


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* ItsAWonderfulFailure: Losing all lifes in the Wily Challenge will give you a proper GameOver screen and a small quote at the bottom.
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** Badly placed spikes, bottomless pits, near screen transitions can cause this. An unsuspecting player can walk into them with absolutely no way to see they'll bump into them. The same goes for anything that would harm the player as well.
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* BlackoutBasement: Hologran enemies and a special tile can cause the screen to go dark hiding dangers like bottomless pits and spikes.

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* BlackoutBasement: Hologran enemies and a special tile from ''VideoGame/MegaMan7'' can cause the screen to go dark hiding dangers like bottomless pits and spikes.
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** Flame Sword from ''VideoGame/MegaMan8'' suffers from the inverse: although still highly damaging (fit for a melee weapon), it no longer can erase enemy projectiles like in its game of origin.
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* DeathIsASlapOnTheWrist: Normally all it does is kick you to the nearest the start of the level or the nearest checkpoint. Averted in Wily Challenges where you have a limited number of lives.

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* DeathIsASlapOnTheWrist: Normally all it does is kick you to the nearest the start of the level or the nearest checkpoint. Averted in Wily Challenges where you have a limited number of lives.lives, or if the level in question suffers from a case of CheckpointStarvation.
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* BlackoutBasement: Hologran enemies and a tile can cause the screen to go dark hiding dangers like bottomless pits and spikes.

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* BlackoutBasement: Hologran enemies and a special tile can cause the screen to go dark hiding dangers like bottomless pits and spikes.
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* SpikesOfDoom: It wouldn't be ''Mega Man'' without 'em. Any player that isn't a complete newcomer will be '''very''' wary of these things and they come in all sorts of flavor: pointy, spherical, trident and even wooden. There's no shortage of ways to make a player's life difficult; tough jumps, spike drops[[note]]long falling sessions where the player has to avoid spikes having only the brief vertical screen scrolling to react[[/note]], or even spikes in boss rooms.

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* SpikesOfDoom: It wouldn't be ''Mega Man'' without 'em. Any player that isn't a complete newcomer will be '''very''' wary of these things and they come in all sorts of flavor: pointy, spherical, trident and even wooden. There's no shortage of ways to make a player's life difficult; tough jumps, spikes on the ceiling, spike drops[[note]]long falling sessions where the player has to avoid spikes having only the brief vertical screen scrolling to react[[/note]], or even spikes in boss rooms.
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* SpikesOfDoom: It wouldn't be ''Mega Man'' without 'em. Any player that isn't a complete newcomer will be '''very''' wary of these things and there's no shortage of ways to make their life difficult either with tough jumps, spike drops[[note]]long falling sessions where the player has to avoid spikes having only the brief vertical screen scrolling to react[[/note]], or even spikes in boss rooms.

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* SpikesOfDoom: It wouldn't be ''Mega Man'' without 'em. Any player that isn't a complete newcomer will be '''very''' wary of these things and there's they come in all sorts of flavor: pointy, spherical, trident and even wooden. There's no shortage of ways to make their a player's life difficult either with difficult; tough jumps, spike drops[[note]]long falling sessions where the player has to avoid spikes having only the brief vertical screen scrolling to react[[/note]], or even spikes in boss rooms.
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* DeadlyWalls: Level builders can create segments full of spiked walls either to make things more difficult, or merely for intimidation value.


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* SpikesOfDoom: It wouldn't be ''Mega Man'' without 'em. Any player that isn't a complete newcomer will be '''very''' wary of these things and there's no shortage of ways to make their life difficult either with tough jumps, spike drops[[note]]long falling sessions where the player has to avoid spikes having only the brief vertical screen scrolling to react[[/note]], or even spikes in boss rooms.
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** Top Spin from ''VideoGame/MegaMan3'' can be used to kill weaker enemies without fear of ContactDamage and to bounce on top of tougher ones.

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** Top Spin from ''VideoGame/MegaMan3'' can be used to kill weaker enemies without fear of ContactDamage CollisionDamage and to bounce on top of tougher ones.
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** Most shield weapons had something added to differentiate them from each other to prevent them from being mere PalleteSwap. See UtilityWeapon for more details.

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** Most shield weapons had something added to differentiate them from each other to prevent them from being mere PalleteSwap.PaletteSwap. See UtilityWeapon for more details.

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** Thunder Wool from ''VideoGame/MegaMan10'' has much wider range when the thunder strikes the ground and its
wool/cloud won't fade away if it hits an enemy.

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** Thunder Wool from ''VideoGame/MegaMan10'' has much wider range when the thunder strikes the ground and its
its wool/cloud won't fade away if it hits an enemy.

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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:

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* BalanceBuff: The Several weapons in this game tend to be were buffed so that they can become a bit more useful than their debut games:



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

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



** Top Spin from ''VideoGame/MegaMan3'' can be used to kill weaker enemies without fear of ContactDamage and to bounce on top of tougher ones.



** Thunder Wool from ''VideoGame/MegaMan10'' has much wider range when the thunder strikes the ground and its wool/cloud won't fade away if it hits an enemy.

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** Wind Storm from ''VideoGame/MegaMan6'' can be used to be used as a makeshift spring that allows player to jump very high. If used at the correct distance from walls it allows a very fast wall jump.
** Danger Wrap from ''VideoGame/MegaMan7'' is more versatile this time since the list of enemies it can encase is bigger.
** Thunder Claw from ''VideoGame/MegaMan8'' has a much more subtle one: it's far easier to catch the Thunder Claw Poles since even its "chain" will latch onto them instead of only the claw itself.
** Thunder Wool from ''VideoGame/MegaMan10'' has much wider range when the thunder strikes the ground and its its
wool/cloud won't fade away if it hits an enemy.

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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}}'', 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 ''VideoGame/MegaManPoweredUp'' to generate up to five Guts Blocks.

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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 games:
**
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. Also,
**
Super Arm also from the same game ''VideoGame/MegaMan1'' had very limited use since you needed to find specific blocks in order for it to work. This game makes it much more useful by incorporating Guts Man's ability from ''VideoGame/MegaManPoweredUp'' to generate up to five Guts Blocks.Blocks.
** Air Shooter from ''VideoGame/MegaMan2'' uses less ammo.
** Hard Knuckle from ''VideoGame/MegaMan3'' is faster, easier to aim and will keep bouncing, constantly punching, an enemy until it moves away or is destroyed. Even bosses.
** Gemini Laser from ''VideoGame/MegaMan3'' is also faster and two can be fired as well. It also doesn't slow the game to a crawl either.
** Charge Kick from ''VideoGame/MegaMan5'' can be used mid-air and enables players to perform a double jump at its end when the player flashes.
** Water Wave from ''VideoGame/MegaMan5'' can be used underwater becoming a medium-range water cannon.
** Blizzard Attack from ''VideoGame/MegaMan6'' is much faster and can freeze fire obstacles that weren't present in its game of origin.
** Thunder Wool from ''VideoGame/MegaMan10'' has much wider range when the thunder strikes the ground and its wool/cloud won't fade away if it hits an enemy.
** Most shield weapons had something added to differentiate them from each other to prevent them from being mere PalleteSwap. See UtilityWeapon for more details.



## The less known, "boss rooms" that comes between parts of a level in the same vein of VideoGame/MegaMan1 and VideoGame/MegaManX1.

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## The less known, "boss rooms" that comes between parts of a level in the same vein of VideoGame/MegaMan1 ''VideoGame/MegaMan1'' and VideoGame/MegaManX1.''VideoGame/MegaManX1''.

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* SoundtrackDissonance: Nothing stops you from putting somber music in a saccharine looking level and vice-versa. Or putting ''Mega Man 1'' boss theme when fighting ''Mega Man 11'' bosses.

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* StealthRun: Spotter enemies can force players into doing this lest the Spotter triggers, or deactivate, platforms/ladders/spikes that will doom the player.
* SoundtrackDissonance: Nothing stops you from putting somber music in a saccharine looking level and vice-versa. Or putting ''Mega Man 1'' boss theme when fighting ''Mega Man 11'' bosses.bosses or vice-versa.
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* ContinuingIsPainful: If the player dies in a map where special weapons are available they don't refill on death, which can leave them to deal with a tough situation using only their default weapons (or whatever is in the first slot and has infinite ammo).


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* EasyLevelTrick: Some of the more sly creators can insert "developer exits" in levels that are meant to be full of precise jumps and tricks.

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* InstantWinCondition: Party Balls and Energy Elements will grant victory to the player even if there are still bosses alive on-screen.
* InstructiveLevelDesign: Most types of map are encouraged to do this lest they fall into GuideDangIt by someone who isn't all too familiar with a something, be an enemy, a level object, a gimmick, or even lack of knowledge of the special properties added to special weapons.



* InstantWinCondition: Party Balls and Energy Elements will grant victory to the player even if there are still bosses alive on-screen.
* InstructiveLevelDesign: Most types of map are encouraged to do this lest they fall into GuideDangIt by someone who isn't all too familiar with a something, be an enemy, a level object, a gimmick, or even lack of knowledge of the special properties added to special weapons.

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* EquipmentBasedProgression: Weapon Blocks/Shields can only be broken by a specific weapon which can force players to use them to progress.



* InstantWinCondition: Party Balls and Energy Elements will grant victory to the player even if there are still bosses alive on-screen.


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* InstantWinCondition: Party Balls and Energy Elements will grant victory to the player even if there are still bosses alive on-screen.
* InstructiveLevelDesign: Most types of map are encouraged to do this lest they fall into GuideDangIt by someone who isn't all too familiar with a something, be an enemy, a level object, a gimmick, or even lack of knowledge of the special properties added to special weapons.

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