If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Mega Man Maker

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Mega Man Maker

Also known as: Mega Maker (pre-v1.1.0)
Developer: Mega Man Maker Team
Platform: Windows
Released internationally: July 15, 2017

EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
Carts.png This game has revisional differences.

<Sanky> please suggest an unused sprite with a clock or something
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!

Mega Man Maker is a fan game that's basically what you'd get if you crossed Super Mario Maker with Mega Man... or made Mega Man: Powered Up's level editor 8-bit and added more stuff. In other words, it's a fan game where you make and play custom Mega Man levels.

To do:
The game's official wiki has a whole article on unused content.

Unused Graphics

Early Block Dropper Sprites

Putting the "Mega" back in "Mega Buster"

Between v1.3.0 and v1.4.0, what appears to be Mega Man throwing something with a rather beefy (and miscolored) arm was added to the player graphics. This was originally meant for the Mega Man 11 Block Dropper weapon, but was eventually replaced by a more accurate set of sprites.

Unused Objects

There are several objects, items, and backgrounds which, while being inaccessible through the game itself, can still be found in the game's data and even used in stages. They can either be lifted out of existing stages, or added to the Recent or Favorites sub-menus on the object selector by adding the proper index and category data to Builder.ini file in the MegaMaker/Settings folder (located in the Windows Local AppData folder).

Unused Tilesets

I can't tell the difference!

A different Woodman ladder was added in v1.5.0, but went completely unused. The only difference between the two is that the unused one (on the right) is a tiny bit brighter.

Bucket O'Nothing! It's absolutely nothing. Is it a snake or a film reel?

Actually, it's a flashing light

Two spots are completely blank in the terrain tilesets, category 3, index 461 in v1.5.0 and category 3, index 752 in v1.7.0. Both of these use strange icons, though the second seems to be an actual graphic as opposed to a placeholder. This is likely because Tileset 752 was intended to be an alternate Bright Man tileset, but was removed in favor of something else (tileset index 753).

(Source: GamerBoi of the Mega Man Maker Wiki)

Placing either of these in a level will result in invisible, solid ground, though under some circumstances...

MegaManMaker-v170 Terrain752-Builder.png

...Tile 752 may display the placeholder graphic of a black square.

Onis a'poppin'!

An alternate set of Mega Man 2 Airman terrain tiles was to be implemented in the game. This set shows the "goblin" faces that have been absent since the first version. Ultimately, these went unused, though a place was made for them in the database (category 3, index 740).

(Source: Midas Magnezone of the Mega Man Maker Wiki)

Unused Enemies

If I close my eyes, they can't see me...

Even though the first release of the game only had objects from the NES games, the Yellow and Green versions of the Petit Devil enemies, as well as the Caricarry (mine cart) - both from Mega Man 9 - were available for use through text editing. When v1.5.0 came out, these enemies were officially added to the in-game menus.

Unused Level Objects

I can't tell the difference...

For whatever reason, every single basic Pickup object also has a "Level Object" value in the range of category 6, index 19-25. They work exactly as expected, showing up in the Level Objects slot on the menu when selected, but also become marked as selected in the Pickups menu as well.

Could this be the work of Ruby-Spears!?

An odd, alternate M-Tank was added in v1.6.0 (category 6, index 75). When forced in via text editing, it acts like a normal M-Tank, but when added from the editor Favorites menu, it crashes the game with an error about having an "invalid color". To add to the mystery of this tank, its Editor icon is simply two thin letters. Why this was added or what the "RS" means is anyone's guess, especially since power-ups have their own category (category 7).

Unused Pickups

To do:
There might be a code to unlock these?

MegaManMaker-v180 Pickup09-f1.gif MegaManMaker-v180 Pickup10-f1.gif

Alternate "colors" were added to the Health and Weapon Energy Spawners in v1.8.0.

While these were demonstrated in the example level "Wily's Dark Castle", there is presently no way to access them in the editor, itself. However, by adding the line f#,#="1" (#,# being the coordinates of the object), a Spawner can be made to use these fancy skins. Even so, they won't show up in the editor screens. Only during gameplay.

Unused Bosses

I wouldn't want to appear in that ugly stage either, G-Man

A non-functional version of Gemini Man, a boss from Mega Man 3, is buried within the code of the game at category 8, index 9. Ported directly from the Make a Good Mega Man Level 2 engine, he was supposed to be in the game from the start, but collision and clone syncing issues prevented him from ever working right, so he was scrapped. From v1.0.0 onward, attempting to play any stage where he's active causes a game crash. While his portrait comes up in the level information, the Doc Robot question mark is used for the level info. (This intro is also used for stages without a boss.)

Unused Backgrounds

Shiny purple pipes

A version of the "Wily 2 BG" from Mega Man 3 lays hidden in the backgrounds. This version uses the same tile layout as "Wily 3 BG", but uses the correct shades of purple and blue compared to the final "Wily 2 BG".

Strangely enough, the location of this background changed from category 9, index 65 to category 9, index 436 when v1.5.0 rolled out. This rendered the original background to little more than an "error handler" icon.

It's a little dim in here Someone, call an electrician!

Static versions of the "power outage" frames of Junkman backgrounds are tucked right next to their brighter counterparts. Unlike other animated backgrounds, these frames are actually usable! (Category 9, index 91/93)

Updated Objects

Petit Devil and Caricarry

As mentioned above, Petit Devil and Caricarry were officially added into the game in v1.5.0. While the Caricarry was untouched, the original Green variant (category 5, index 24) was modified to add a toggle, allowing players to switch it from Green to Yellow. For compatibility purposes, the original Yellow variant (category 5, index 25) is still in the game, though it lacks the palette/behavior toggle of the updated Green variant.

Mecha Kero and Crabbot

The original Mecha Kero object (category 5, index 12) had a glitch where, if placed in mid-air, it could start moving forward or even jump, which had the potential to cause collision problems with newer platforms and objects. The original Crabbot object (category 5, index 61) had an odd bug in which it would start moving in the opposite direction that the player chose, when spawned. With the v1.6.3 update, both of the objects were replaced by new ones (Crabbot: index 158; Mecha Kero: index 159) while the old ones remain in the game for compatibility purposes with pre-v1.6.3 levels.


As of v1.4.0, the Checkpoint object (category 6, index 15) was replaced by a new version (category 6, index 46) which, when touched, turns off all previously-touched Checkpoints in a stage without having the player die. The old version was replaced by the new version on the menu, making it inaccessable unless a level with Checkpoints made in v1.3.6 or earlier is loaded, or unless added to the Favorites/Recent menu. This also means that levels with checkpoints made in v1.4.0 or higher immediately crash older versions of the game.

Wanaan and Rotating Platform

A couple of stage hazards - Wanaans (Hard Man snap-traps, Mega Man 3) and Rotating Platforms (Stone Man, Mega Man 5) - were given new palette options in v1.5.0, but they are otherwise unchanged. Despite that, the upgrade still required that the old Platform (category 6, index 12) and Wanaan (category 6, index 34) be replaced by new ones (indexes 67/68, respectively).


The teleporter object from Galaxy Man's stage of Mega Man 9 had been available since the first release. When v1.5.0 added in a number of Mega Man 8 and 9 objects, some changes were also made to the teleporter object.

Originally at category 6, index 26, the teleporter in the Level Objects menu was replaced by an almost-identical version (category 6, index 65) which, if placed in a boss room, would stay hidden until the boss was defeated. The new teleporter also comes in any of nine colors, though the old one also gained this cosmetic change. Additionally, and the icon was also moved from the "Misc. Objects" sub-menu to the "Mega Man 9" section.

Conveyor Belts

Conveyor Belts (Metal Man, Mega Man 2) were given numerous new cosmetic options with the v1.6.0 update. As usual, it was out with the old (category 6, index 2) and in with the new (index 73), though this change did make it possible to have two conveyor belts moving in opposite directions right next to each other... as long as they used different skins, anyway.

Boss Doors

Prior to v1.5.0, if there was a boss door in a boss arena, the player could walk through it (on the correct side) and it would act as expected, pausing the game and shuffling the player through. However, with the implementation of having multiple bosses in a stage (and having it work correctly!), the old objects in the Bosses menu (category 8, index 0/1) were replaced by a new pair of doors (category 8, index 33/34) which look and act identical with one exception: they would no longer function at all until the boss (or sub-boss) is defeated.

(Source: Takes Azelfie, Original TCRF research)

Unused Areas in Example Levels

Wily Airlines - Disaster Transport

One of the v1.7.0 levels, "Wily Airlines - Disaster Transport", hides a wealth of unused test content – a rarity for official Example Levels!

MegaManMaker-v170 WilyAirlinesTestRoom1.png

Near the plane crash cutscene rooms sits a lonely platform. Nothing special.

MegaManMaker-v170 WilyAirlinesTestRoom2.png

Far to the right of that, however, is what appears to be a smaller airplane against a red sky. This appears to be the model which was used in the in-game cutscene.

MegaManMaker-v170 WilyAirlinesTestRoom3.png

Down-and-to-the-right from there is a teleporter test room which, like the airplane, was likely copied onto the cutscene rooms.

MegaManMaker-v170 WilyAirlinesTestRoom4.png

Diagonal-down from the mountain cave rooms sits another lone platform. This time, one room has a background!

MegaManMaker-v170 WilyAirlinesTestRoom5.png

A few rooms right from the mountain area is a room with a bunch of enemies for... some reason.

MegaManMaker-v170 WilyAirlinesTestRoom6.png

And finally, a room with an assorted "palette" of tiles sits to the right of the mountain area.

Revisional Differences


v1.0.0 to v1.0.9 v1.1.0 onward
Mega WHAT Maker? Be more specific! Oh. Mega MAN. That makes sense.

Due to a (potential) copyright issue with a company of the same name, Mega Maker received a name change and updated logo, among other things.

I, too, enjoy a little "Rokkuman Mēkā"

This also rendered the Japanese Easter egg logo unused... as well as removing the Easter egg itself, for some reason!


The v1.1.0 level, "Standup Comedy", was altered very slightly in order to give the creator, SnoruntPyro, their new custom icon.


As noted above, the unused Wily 3-2 background was deleted and relocated further up in the data.


When v1.5.0 was released, it came with four new Example Levels. One of them, "Desert Base", received a slight change in v1.5.3 to fix a potential exploit involving Bass' double jump.

v1.5.0 to v1.5.2 v1.5.3 onward
MegaManMaker-v150 DesertBaseChange1.png MegaManMaker-v153 DesertBaseChange1.png

A chunk of rock was added in an adjacent screen to prevent the player from double-jumping over the Count Bombs.

v1.5.0 to v1.5.2 v1.5.3 onward
MegaManMaker-v150 DesertBaseChange2.png MegaManMaker-v153 DesertBaseChange2.png

A whopping seven screens were added to the Fire Metall segment to prevent the player from double-jumping (and walking atop) the Fire Metall Spawners. In doing so, the second and third screens from the top, one screen from the left, had to have spikes added in order to prevent players from skipping the newly-linked screen entirely.


To do:
Investigate what the other changed values between the revisions did.

A level from v1.7.0's release got some under-the-hood tweaking, as well as one slight change to the terrain, in v1.7.2.

v1.7.0 to v1.7.1 v1.7.2 onward
MegaManMaker-v170 WallKicksWillWorkChange1.png MegaManMaker-v172 WallKicksWillWorkChange1.png

A platform was lowered by one block in Room 8 to prevent jumping directly into the dark-blue teleporter.