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Mega Man Maker/Unused Content

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This is a sub-page of Mega Man Maker.

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 Graphics

Unused Weapon 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 Boss Graphics

Grayscale Pluto

Howling and hissing in grayscale!

When the Game Boy series content was added in v1.8.0, many enemies were given a "classic" grayscale variant alongside their updated sprites. Pluto, one of the bosses from Mega Man V, was also given a set of grayscale sprites. Unlike the normal enemies, though, there doesn't seem to be a way to enable them. Not even adding f#,#="1" to the object information works.

It's presently unknown why Pluto has these sprites as he's the only Game Boy boss who does.

Unused Tilesets

Wood Ladder (Alt)

I can't tell the difference!

Wood Ladder (Alt): You should not see this.

A different Woodman ladder was added in v1.5.0 (category 3, index 364), but went completely unused. The only difference between the two is that the unused one (on the right) is a tiny bit brighter.

Wily Ladder N/A

I can't tell the difference here, either!!

Wily Ladder N/A: Whenever you're out of good ideas, use this cyan ladder. Cyan always fits.

Surprisingly, this actually is a Wily Stage ladder. Wily Stage 1 in Mega Man 6 uses this exact graphic, though with slightly different colors. In all likelihood, it was probably forgotten about because it looks just like Blizzard Ladder 1, as shown above.

This ladder can be found at category 3, index 387 -- right between a Mr. X Stage 2 ladder and a Wily MM6 Stage 3 ladder.

Air Tile 2

Oogah boogah!

Onis a'poppin'!
Air Tile 2: N/A

An alternate set of Mega Man 2 Airman terrain tiles was to be implemented in the game around v1.7.0. 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). Using this tileset just displays the Air Tile 1 graphics, however.

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

Ring Tile 4 (Alt)

Ring thing, do your thing!

Ring Tile 4 (Alt): None of these tiles will give you a pocket full of posies.

As the name suggests, this was intended to be an alternate version of Ring Tile 4. However, the only difference between this and the original is the icon.

Blank Tilesets

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

Actually, it's a flashing light
Undefined: No description available.

Three spots are completely blank in the terrain tilesets and lack descriptions.

Category 3, index 461, added in v1.5.0, simply uses part of a black placeholder graphic. Category 3, index 752, added in v1.7.0, uses part of Bright Man's stage from Mega Man 4. The last one, category 3, index 1254, was added in v1.8.4 and uses a copy of the existing Wily Stage 6 (Mega Man 2) terrain icon.

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

MegaManMaker-v170 Terrain752-Builder.png

...they might also display a placeholder graphic of some sort.

It's worth noting that 752 (Bright Man (Alt)) did have a tileset all made up and ready to go. However, the tileset was likely discarded because of how annoying all the flashing lights are, then ultimately replaced by something just as flashy, but less annoying: Bright Tile 2 (index 753), which has long light bulbs instead of strobes.

(Source: GamerBoi of the Mega Man Maker Wiki)

Unused Enemies

Petit Devil and Caricarry

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.

Romper (Alt)

Look at it romp! It's unstoppable!!

Undefined: No description available.

Located at category 5, index 209 is what appears to be a variant of the Romper enemy from Mega Man 8/& Bass. Given that it's one index off from the functional Romper, it's likely that the developers originally wanted to have two unique Rompers, as they did with some enemies. Playing a level with this broken Romper will crash the game with, oddly, a Wily Machine 4 Projectile error message.

Unused Level Objects

Pickup Level Objects

I'm serious! I REALLY can't tell the DIFFERENCE...! *sob*

Every single basic Pickup object also has a "Level Object" value in the range of category 6, index 19-25. These were used in versions 1.0.9 of the game and earlier, and 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.

Water

When proper water terrain objects were introduced in v1.5.0 of the game, the original water level object (category 6, index 16) was given the heave-ho.

Boss Suppressor (Level Object)

Before v1.5.0's release, it seems that the dev team hadn't quite decided where to put their new Boss Suppressor. It was originally going to be at category 6, index 63 before a copy was placed and finalized in the Boss Objects category. (category 8, index 36.) Even so, the Level Object works just as well as the Boss Object does.

"RS" M-Tank

Could this be the work of Ruby-Spears!?

Undefined: No description available.

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).

Fuse Laser Crawler

When v1.7.0 was released, a number of things relating to Fuse Man's laser gimmick were added to the game. In addition to Fuse Laser Crawler Spawners, one of these new options should have been a standalone Fuse Laser Crawler (category 6, index 125), but it wasn't added to the in-game list of objects, for some reason.

v1.7.4 rightfully added the lonely object as an option for players.

Unknown Objects

Lots of features for something that does nothing!

There are objects which have no icon and seemingly no function.

Three were added in v1.8.0. These objects are at Category 6, index 183, Category 6, index 191, and Category 6, index 194. Another one was added in v1.8.4 at Category 6, index 207.

Now, to add to the mystery, in v1.8.4, Level Object 191 was replaced by the v1.8.0 version of the Water Fall Spawner object (a hazard from Mega Man V) and Object 194 went from crashing the game...

...to being an unused placeholder object that does nothing, but has numerous palettes and options and a semi-unique description of "Unused: N/A"! Very strange!

Unused Pickups

Health/Weapon Energy Spawner Skins

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 was 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.

Update 1.8.4 officially added these skins as an option.

Unused Bosses

Gemini Man

I wouldn't want to appear in that ugly stage either, Gems

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

Wily 2 BG 2

Shiny purple pipes

Undefined: No description available.

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".

In v1.5.0, this background was removed from category 9, index 65... only to pop back up at category 9, index 436 with a new description:

Wily 2 BG 2: These pipes have been jailed for their crimes. Can't trust anyone nowadays.

The original background displays a single frame of the Boo Beam Trap Rail enemy in the upper-left corner, likely as an "error handler".

Junk BG (Dark)

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

Junk BG (Dark): N/A
Junk 2 BG (Dark): Note: This should not be seen as it is unused.

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)

Clown BG (Alt)

Fluffy clouds and funny clowns! Probably!

What lies within these colorful grounds?

Undefined: No description available.

At category 9, index 501 sits another blank background, added (and removed?) in v1.7.0. The icon suggests that it would be a cloudy one with a purple-blue background. Judging from the icon, it seems like it was going to be a slightly darker alternative to Clown BG 1.

(Source: DLN No.03 Cutman via Mega Man Maker Wiki)

Astro BG 6 (Alt)

Ah, yes. The infamous 'Hall of Clocks' intro stage room.
Astro BG 6: Another back drop for your very own custom intro stage, boss not included

Category 9, index 589 houses an exact duplicate of Astro BG 6 from the Mega Man & Bass content of v1.8.0, complete with clocks and all. The slot was probably reserved for another Mega Man & Bass intro stage background, given the description and considering the handful of Intro BGs which immediately follow it.

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.