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* DeliberatelyMonochrome: Players can make every enemy from the Game Boy ''Mega Man'' games black-and-white if they so desire.
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** Starting with Version 1.8.0, [[spoiler:an 8-bit rendition of [[VideoGame/{{Undertale}} Megalovania]]]] can be potentially accessed for use in the Level Builder but the exact method of accessing it is currently unknown.

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** Starting with Version 1.8.0, [[spoiler:an 8-bit rendition of [[VideoGame/{{Undertale}} Megalovania]]]] can be potentially accessed for use used in the Level Builder but the Builder. [[spoiler:The exact method involves the usage of accessing it is currently unknown.text editing.]]

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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.

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* InstantWinCondition: Party Balls and Balls, Energy Elements Elements, and, if set by the level creator, Targets (if all are destroyed, either in a single section or throughout the entire level), will grant victory to the player even if there are still bosses alive on-screen.



* 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...

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


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*** Other fangames are even referenced, as evident by Mega Man 10 Endless tile 27, alluding to it appearing in Dust Man's stage in ''Mega Man 4 Voyage''.
----> "Something about this tileset reminds me of ash trays."

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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 Man 5'' Wily Castle theme that combines the original theme with Cirno's theme. Version 1.7 sees the addition of another weapon inspired by ''Smash Bros.'' in the form of Command Selection.

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* AuthorAppeal: 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. Version 1.7 sees the addition of another weapon inspired by ''Smash Bros.'' in the form of Command Selection.Selection.
** Being a fan of ''VideoGame/TeamFortress2'' himself, Luigi worked on yet another cameo addition - Uber Chain, which was inspired by the Medic class of players. It is available since Version 1.8.
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** As of Version 1.7.4, the number of levels you can upload online is ''100''. If you want to upload more, you have to delete an old level. This cap doesn't apply to levels that are offline and/or downloaded, however, and levels can always be shared manually through other means. Previously, the limits were 10, 20, 30, 50, and 75.

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** As of Version 1.7.4, 8.0, the number of levels you can upload online is ''100''.had been increased to ''420''. If you want to upload more, you have to delete an old level. This cap doesn't apply to levels that are offline and/or downloaded, however, and levels can always be shared manually through other means. Previously, the limits were 10, 20, 30, 50, 75 and 75.100.
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** Starting with Version 1.8.0, [[spoiler:an 8-bit rendition of [[VideoGame/Undertale Megalovania]]]] can be potentially accessed for use in the Level Builder but the exact method of accessing it is currently unknown.

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** Starting with Version 1.8.0, [[spoiler:an 8-bit rendition of [[VideoGame/Undertale [[VideoGame/{{Undertale}} Megalovania]]]] can be potentially accessed for use in the Level Builder but the exact method of accessing it is currently unknown.
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** Starting with Version 1.8.0, [[spoiler:an 8-bit rendition of [[VideoGame/Undertale Megalovania]]]] can be potentially accessed for use in the Level Builder but the exact method of accessing it is currently unknown.
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** Break Dash from ''VideoGame/MegaManV'' grants the player brief MercyInvincibilty period in order to avoid CollisionDamage more efficiently.

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** Break Dash from ''VideoGame/MegaManV'' grants the player brief MercyInvincibilty MercyInvincibility period in order to avoid CollisionDamage more efficiently.
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* AscendedExtra: Dr. Wily goes from simply being apart of the game's tutorial to returning as a proper boss alongside his Wily Machines in the 1.8 update.

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* AscendedExtra: Dr. ''Dr. Wily himself'' goes from simply being apart a part of the game's tutorial to returning as a proper boss alongside boss, complete with several of his Wily Machines in the 1.8 update.

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** Break Dash from ''VideoGame/MegaManV'' grants the player brief MercyInvincibilty period in order to avoid CollisionDamage more efficiently.



** 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.

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** 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 Crush, Magma Bazooka.Bazooka and Break Dash.



* MercyInvincibility: Happens after taking a hit from damage sources. Centaur Flash will also give the player it too on top of stopping time for a moment.

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* MercyInvincibility: Happens after taking a hit from damage sources.
**
Centaur Flash will also give it to the player it too player, on top of stopping time for a moment.moment.
** Break Dash grants it after every usage.
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* MegamixGame: ''Mega Man Maker'' contains many, ''many'', '''''many''''' assets from 1 to 11, and even spin-offs like ''Powered Up'' and ''The Wily Wars'', enabling players to create or re-create/imagine levels as they desire.

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* MegamixGame: ''Mega Man Maker'' contains many, ''many'', '''''many''''' assets from 1 to 11, and even spin-offs like ''Powered Up'' and Up'', ''The Wily Wars'', enabling ''Mega Man & Bass'', as well as ''five Game Boy titles''. This huge collection allows players to create or re-create/imagine levels as they desire.
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* LoadsAndLoadsOfLoading: The bigger the level, the longer it takes to load. Even in the builder, where the game periodically autosaves, if your level is big enough the autosave can even make it look like the game froze for several seconds (or even minutes if, for example, the level is a lengthy {{metroidvania}}). [[spoiler:Version 1.8 is promised to rectify this.]]

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* LoadsAndLoadsOfLoading: The bigger the level, the longer it takes to load. Even in the builder, where the game periodically autosaves, if your level is big enough the autosave can even make it look like the game froze for several seconds (or even minutes if, for example, the level is a lengthy {{metroidvania}}). [[spoiler:Version Version 1.8 is promised to rectify this.]]significantly rectifies this issue.
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Version 1.8 had proven itself to be a massive update. Aside from introducing aesthetical assets, weapons and gimmicks from ''Mega Man & Bass'', it does the same with Game Boy titles - while also bringing in long-rumored Wily Fortress bosses. It also significantly improves the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking the longest time to develop, but [[https://twitter.com/MegaManMaker/status/1591576973952045057?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Etweet the release date had finally been announced for November 25, 2022.]]

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Version 1.8 had proven itself to be a massive update. After almost 2 years of hard work and multitude of setbacks, it finally arrived on November 25, 2022. Aside from introducing aesthetical assets, weapons and gimmicks from ''Mega Man & Bass'', it does the same with ''all five Game Boy titles - while also bringing titles''. The biggest surprise comes in form of long-rumored Wily Fortress bosses. It bosses taken from the entire NES saga. The update also significantly improves the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking levels by means of reducing loading times. The server underwent the longest time to develop, but [[https://twitter.com/MegaManMaker/status/1591576973952045057?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Etweet the release date had finally been announced for November 25, 2022.]]
same optimization procedure.
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* AscendedExtra: Dr. Wily goes from simply being apart of the game's tutorial to returning as a proper boss alongside his Wily Machines in the 1.8 update.
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** The chaotic "free for all": multiple bosses placed in the single room. [[note]]Several Robot Masters - Freeze Man, Spring Man and Time Man in particular - put an interesting spin on this. Due to their AI patterns, they will overlap with one another and sync up their actions, thus giving the players a neat way to fight a single boss with multiple life bars rather comfortably.[[/note]]

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** The chaotic "free for all": multiple bosses placed in the single room. [[note]]Several Robot Masters - Freeze Man, Spring Man and Time Man in particular - put an interesting spin on this. Due to their AI patterns, they multiple "copies" of the same bosses will overlap with one another and sync up their actions, thus giving the players a neat way to fight a single boss with multiple life bars rather comfortably.[[/note]]



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

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



** Since the release of 1.7, the Keys underwent a drastic change: the initial count of 7 Keys was changed to a whopping ''99''. And that's not counting possible color options, which increase the total amount of keys to '''396'''! As for the Key Doors, they can consume up to 9 Keys of the particular color.
** Following the multiple bosses feature, while it is technically possible to put more than ten bosses in the same screen, the played level will not recognize the eleventh boss. The count limit for bosses in the same level is 200.

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** Since the release of 1.7, the Keys underwent a drastic change: the initial count of 7 Keys was changed to a whopping ''99''. And ''99'' (and that's not counting possible color options, which increase the total amount of keys to '''396'''! options). As for the Key Doors, they can consume up to 9 Keys of the particular color.
** Following the multiple bosses feature, while it is technically possible to put more than ten bosses in the same screen, the played level will not recognize the eleventh boss. The count limit for bosses in the same level is 200.''200''.



** 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.

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** 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. The color variations for these assets were greatly expanded upon in Version 1.8.
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Version 1.8 had proven itself to be a massive update. Aside from introducing aesthetical assets, weapons and gimmicks from ''Mega Man & Bass'', it does the same with Game Boy titles - while also bringing in long-rumored Wily Fortress bosses. It also significantly improves the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking the longest time to develop, but the release date had finally been announced for November 25, 2022.

to:

Version 1.8 had proven itself to be a massive update. Aside from introducing aesthetical assets, weapons and gimmicks from ''Mega Man & Bass'', it does the same with Game Boy titles - while also bringing in long-rumored Wily Fortress bosses. It also significantly improves the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking the longest time to develop, but [[https://twitter.com/MegaManMaker/status/1591576973952045057?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Etweet the release date had finally been announced for November 25, 2022.
2022.]]
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Version 1.8 had proven itself to be a massive update. Aside from introducing aesthetical assets, weapons and gimmicks from ''Mega Man & Bass'', it does the same with Game Boy titles - while also bringing in long-rumored Wily Fortress bosses. It also significantly improves the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking the longest time to develop, but the release is coming for November 2022.

to:

Version 1.8 had proven itself to be a massive update. Aside from introducing aesthetical assets, weapons and gimmicks from ''Mega Man & Bass'', it does the same with Game Boy titles - while also bringing in long-rumored Wily Fortress bosses. It also significantly improves the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking the longest time to develop, but the release is coming date had finally been announced for November 25, 2022.
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* BossRush: As of 1.5, you can now create your own boss rush in whatever way you like. It usually comes in three variants:
## The traditional and more widely common "teleporter room" allowing you to choose freely the order of bosses you want to tackle.
## The less known, "boss rooms" that comes between parts of a level in the same vein of ''VideoGame/MegaMan1'' and ''VideoGame/MegaManX1''.
## The chaotic "free for all" where you fight more than one or, sometimes, more often than not, '''''all bosses at once'''''.

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* BossRush: As of 1.5, you players can now create your their own boss rush in whatever way you they like. It usually comes in three variants:
## ** The traditional and more widely common "teleporter room" allowing you which allows to choose freely the order of bosses you want to tackle.
##
freely.
**
The less known, "boss rooms" that comes arbitrary "gauntlet": boss encounters are interspersed between parts platforming sections of a the level (or immediately going one after another) in the same similar vein of to ''VideoGame/MegaMan1'' and ''VideoGame/MegaManX1''.
##
''VideoGame/MegaManAndBass''.
**
The chaotic "free for all" where you fight more than one or, sometimes, more often than not, '''''all all": multiple bosses at once'''''.placed in the single room. [[note]]Several Robot Masters - Freeze Man, Spring Man and Time Man in particular - put an interesting spin on this. Due to their AI patterns, they will overlap with one another and sync up their actions, thus giving the players a neat way to fight a single boss with multiple life bars rather comfortably.[[/note]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/logo_111.png]]

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

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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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** Commando Bomb from ''VideoGame/MegaMan10'' is much more versatile: it can turn around infinite number of times (especially in the opposite directions) for quick adjustments.
** Thunder Wool from ''VideoGame/MegaMan10'' has much wider range when the thunder strikes the ground ground, and its wool/cloud won't fade away if it hits an enemy.

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* HoistByHisOwnPetard: Super Arm creates blocks for you to throw with it, but if you're very reckless, especially when spawning blocks after jumping, you can get crushed by the same block you've created.

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* HoistByHisOwnPetard: HoistByHisOwnPetard:
**
Super Arm creates blocks for you to throw with it, but if you're very reckless, especially when spawning blocks after jumping, you can get crushed by the same block you've created.created.
** Especially possible in scenarios with weapon-based platforms placed over instant-kill obstacles or bottomless pits. Any shots hitting those platforms would send the players to their doom.
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** The possibilities of adding Wily Fortress bosses (Yellow Devil, Boobeam Trap, Kamegoro Maker, and the like) had been discussed for a long time... and it had been finally done in 1.8.
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Brief information from Version 1.8 stream.


More details for upcoming Version 1.8 had been revealed in the [=5th=] Anniversary video. The major focus of this update is to add assets from ''Mega Man & Bass'', as well as significantly improve the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking the longest time to develop, but the release window is confirmed for Autumn 2022.

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More details for upcoming Version 1.8 had been revealed in the [=5th=] Anniversary video. The major focus of this update is proven itself to add assets be a massive update. Aside from introducing aesthetical assets, weapons and gimmicks from ''Mega Man & Bass'', as well as it does the same with Game Boy titles - while also bringing in long-rumored Wily Fortress bosses. It also significantly improve improves the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking the longest time to develop, but the release window is confirmed coming for Autumn November 2022.
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** The flavor text for ''[=MM3=]'' Wily 1 Water states that "illegal mods" are now obsolete. This is an attack on the Transparent Water mod.

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** The flavor text for ''[=MM3=]'' Wily 1 Water (Wily Water 2 in the editor) states that it makes "illegal mods" are now obsolete. This is a reference to an attack on incident in which a forum troll offered to hunt down "illegar" mods, even though the development team is okay with them, while also alluding to how it makes the Transparent Water mod.mod unnecessary.
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More details for upcoming Version 1.8 had been revealed in the [=5th=] Anniversary video. [he major focus of this update is to add assets from ''Mega Man & Bass'', as well as significantly improve the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking the longest time to develop, but the release window is confirmed for Autumn 2022.

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More details for upcoming Version 1.8 had been revealed in the [=5th=] Anniversary video. [he The major focus of this update is to add assets from ''Mega Man & Bass'', as well as significantly improve the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking the longest time to develop, but the release window is confirmed for Autumn 2022.


* 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.


** 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 the cost of one of your lives. So if you die to a hard level and decide to skip it, it will ultimately cost you two lives.

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** 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.difficulty. Because each level is randomly picked, there's no telling what the next stage has in store for you. It becomes worse when set to Hard (the difficulty just adjusts your lives counter) and the length to Long. Thankfully, the levels can be skipped, but at the cost of one of your lives. So if you die to a hard level and decide to skip it, it will ultimately cost you two lives.
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unnecessary spoilers


More details for upcoming Version 1.8 had been revealed in the [=5th=] Anniversary video. [[spoiler: The major focus of this update is to add assets from ''Mega Man & Bass'', as well as significantly improve the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking the longest time to develop, but the release window is confirmed for Autumn 2022.]]

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More details for upcoming Version 1.8 had been revealed in the [=5th=] Anniversary video. [[spoiler: The [he major focus of this update is to add assets from ''Mega Man & Bass'', as well as significantly improve the experience when it comes to constructing - and playing - larger levels. So far, 1.8 is taking the longest time to develop, but the release window is confirmed for Autumn 2022.]]
2022.
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* LoadsAndLoadsOfLoading: The bigger the level, the longer it takes to load. Even in the builder, where the game periodically autosaves, if your level is big enough the autosave can even make it look like the game froze for several seconds (or even minutes). [[spoiler:Version 1.8 is promised to rectify this.]]

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* LoadsAndLoadsOfLoading: The bigger the level, the longer it takes to load. Even in the builder, where the game periodically autosaves, if your level is big enough the autosave can even make it look like the game froze for several seconds (or even minutes).minutes if, for example, the level is a lengthy {{metroidvania}}). [[spoiler:Version 1.8 is promised to rectify this.]]



* SuspiciousVideoGameGenerosity: Varies depending on how mean the level builder feels, but as a rule of thumb be ready for a boss fight or a DifficultySpike if you see free health and weapon refills.

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* SuspiciousVideoGameGenerosity: Varies depending on how mean the level builder feels, but as a rule of thumb be ready for a boss fight or a DifficultySpike tough segment if you see free health and weapon refills.
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* 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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* InstructiveLevelDesign: Most types of map mapping are encouraged encouraging the builders to do this lest they this, because the common players will fall into GuideDangIt by someone territory thanks to people who isn't aren't at all too familiar with a something, be an enemy, a basic level object, a gimmick, design aspects: enemies' placements, level objects, gimmicks, or even lack of knowledge of the by not knowing special properties added to special weapons.



* LoadsAndLoadsOfLoading: The bigger the level, the longer it takes to load. Even in the builder, where the game periodically autosaves, if your level is big enough the autosave can even make it look like the game froze for several seconds.

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* LoadsAndLoadsOfLoading: The bigger the level, the longer it takes to load. Even in the builder, where the game periodically autosaves, if your level is big enough the autosave can even make it look like the game froze for several seconds.seconds (or even minutes). [[spoiler:Version 1.8 is promised to rectify this.]]

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