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	<title>MegaManMaker Wiki - User contributions [en]</title>
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	<updated>2026-06-04T08:13:00Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.megamanmaker.com/index.php?title=Unused_content&amp;diff=7158</id>
		<title>Unused content</title>
		<link rel="alternate" type="text/html" href="https://wiki.megamanmaker.com/index.php?title=Unused_content&amp;diff=7158"/>
		<updated>2023-08-08T18:29:11Z</updated>

		<summary type="html">&lt;p&gt;PLMMJ2: I didn&amp;#039;t mess up this time, it was actually moved to the &amp;quot;Previously Unused&amp;quot; section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--NOTE:Finish from https://web.archive.org/web/20210608114348/https://wiki.megamanmaker.com/index.php/Unused_content--&amp;gt;&lt;br /&gt;
In &#039;&#039;[[Mega Man Maker]]&#039;&#039;, as with any game, there are quite a few ideas that have not been fully realized and assets made inaccessible through further updates. Many of these can still be uncovered hiding within the files of the game, and some can even be accessed in-game with a little bit of elbow grease, though it is not available through normal means.&lt;br /&gt;
&lt;br /&gt;
==Currently Unused Assets==&lt;br /&gt;
These assets exist in the current build of &#039;&#039;Mega Man Maker&#039;&#039; but are unused.&lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
The NSF files for the first Mega Man game through Mega Man 6 contain most, if not all, songs from their respective games, many of which are not used in Mega Man Maker itself. This includes stage select themes, password menu themes, weapon get themes, cutscene themes, credits themes, boss select jingles, boss victory jingles, game over jingles, and possibly more.&lt;br /&gt;
&lt;br /&gt;
===Gemini Man===&lt;br /&gt;
Gemini Man, coming from Mega Man 3, was originally going to be available from the launch of Mega Man Maker, with his data ported from the Make a Good Mega Man Level 2 engine. However, implementing him proved to be too challenging for several technical reasons, and thus was scrapped.&lt;br /&gt;
&lt;br /&gt;
Attempting to play a level with the unused Gemini Man boss placed, will usually cause the client to crash upon attempting to spawn Gemini Man. By using text editing to place more than one boss, and spawning another boss before spawning Gemini Man, it is possible to load Gemini Man without the client crashing, but as the boss has no data assigned to it, it spawns as a 1x1 invisible solid tile.&lt;br /&gt;
&lt;br /&gt;
As Gemini Man was never officially released, its Level Builder icon goes unused.&lt;br /&gt;
&lt;br /&gt;
[[File:GeminiIcon.png]]&lt;br /&gt;
&lt;br /&gt;
===Pointkun cursor===&lt;br /&gt;
&lt;br /&gt;
There are additional sprites for [[Pointan]] with extra functions that include a writing bar made by former beta tester [[Dimpsy]].&lt;br /&gt;
&lt;br /&gt;
Since WreckingPrograms never intended to put these in the game and they were sprited without communication with him, the implementation of these animations was never attempted. Despite this, a few of these sprites can be often be seen used in release trailers for &#039;&#039;Mega Man Maker&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:MMM_Unused_Pointkun.png]]&lt;br /&gt;
&lt;br /&gt;
===Japanese &amp;quot;Rockman Maker&amp;quot; Easter Egg Logo===&lt;br /&gt;
Though this easter egg was removed when the logo changed from Mega Maker to Mega Man Maker, the sprite is still in the files of the game. This easter egg logo was used from versions 1.0.0 to 1.0.9, and has been unused ever since version [[1.1.0]].&lt;br /&gt;
&lt;br /&gt;
[[File:MegaManMaker-v100 TitleLogo2.png]]&lt;br /&gt;
&lt;br /&gt;
===Cirno special logo===&lt;br /&gt;
In the files, there is a special version of the &amp;quot;Mega Maker&amp;quot; logo with Cirno from Touhou. This image is still in the game&#039;s files, but it was presumably left unused due to the game&#039;s rename before 1.1.0.&lt;br /&gt;
&lt;br /&gt;
[[File:SprLogoCirno.png]]&lt;br /&gt;
&lt;br /&gt;
===Mega Man 3 Wily 2 BG Alt===&lt;br /&gt;
A version of Mega Man 3 Wily 2 BG that uses brighter colors, and has a slightly different wiring pattern, but it is unknown why it was not used.&lt;br /&gt;
&lt;br /&gt;
[[File:MegaManMaker-v120 MM3Wily2BGUnused.png]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Prototype Block Dropper&amp;quot; Mega Man Sprites===&lt;br /&gt;
Among the sprites for the playable character Mega Man, there are graphics for Mega Man attacking with an abnormally enlarged arm. It is assumed these are early prototype sprites for the Block Dropper weapon that were likely eventually abandoned in place of sprites more accurate to the source material.&lt;br /&gt;
&lt;br /&gt;
[[File:MegaManMaker BeefyArm-Unused.png]]&lt;br /&gt;
&lt;br /&gt;
===Junk BG 1 Alt===&lt;br /&gt;
A version of Junk BG 1 without animation, left static in its &amp;quot;power off&amp;quot; state. Likely replaced with the animated version of the BG later in development.&lt;br /&gt;
&lt;br /&gt;
[[File:JunkBGAlt V1.7.2Unused.png]]&lt;br /&gt;
&lt;br /&gt;
===Junk BG 2 Alt===&lt;br /&gt;
A version of Junk BG 2 without animation, left static in its &amp;quot;power off&amp;quot; state. Likely replaced with the animated version of the BG later in development.&lt;br /&gt;
&lt;br /&gt;
[[File:JunkBG2Alt V1.7.2Unused.png]]&lt;br /&gt;
&lt;br /&gt;
===Prototype Health and Energy Spawners===&lt;br /&gt;
Unused sprites of three 16x16 blocks made by [[SnoruntPyro]]. According to [[Luigi]], these were ideas for the health and weapon energy spawners that were experimented with and not removed afterwards. As of version [[1.7.5]], these can still be found in the game&#039;s files, despite Luigi stating that he has no further plans for the objects and would &amp;quot;rather keep his doodles to himself&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:EnergySpawners V1.7Unused.png]]&lt;br /&gt;
&lt;br /&gt;
===Air Tile 2===&lt;br /&gt;
An unused alternate version of the Air Tile with the goblin face tiles found in Air Man&#039;s stage.&lt;br /&gt;
&lt;br /&gt;
[[File:AirTileAlt Unused.png]]&lt;br /&gt;
&lt;br /&gt;
===Bright Tile 2===&lt;br /&gt;
While a tile from Bright Man&#039;s stage was implemented during the development of 1.7.0, the team decided to scrap it later due to being potentially seizure-inducing.&lt;br /&gt;
&lt;br /&gt;
[[File:UnusedBrightTile.gif]]&lt;br /&gt;
&lt;br /&gt;
===Clown BG (Alt)===&lt;br /&gt;
A recolor of Clown BG based on the second part of Clown Man&#039;s stage. It was unused as the changes would not be perceived as different.&lt;br /&gt;
&lt;br /&gt;
[[File:Clown_BG_Alt.png]]&lt;br /&gt;
&lt;br /&gt;
==Previously Unused Assets==&lt;br /&gt;
These assets where unused in previous builds for various reasons, but are currently used in the most recent build of Mega Man Maker.&lt;br /&gt;
&lt;br /&gt;
===Caricarry (Before 1.5.0)===&lt;br /&gt;
The enemy Caricarry from &#039;&#039;Mega Man 9&#039;&#039;, was present in &#039;&#039;Mega Man Maker&#039;&#039; in 1.0.0, but would not see an official public release until 1.5.0.&lt;br /&gt;
&lt;br /&gt;
Although the enemy was functional for the most part in older builds prior to 1.5.0, it had some collision and clipping issues when it came to solid tiles and objects, implying the enemy was not finished at this point in development.&lt;br /&gt;
&lt;br /&gt;
===Petit Devil (Before 1.5.0)===&lt;br /&gt;
Both variants of the enemy Petit Devil from Mega Man 9 were present in Mega Man Maker in 1.0.0, but would not see an official public release until 1.5.0.&lt;br /&gt;
&lt;br /&gt;
Prior to 1.5.0, Petit Devil&#039;s yellow and green variants were separate assets in the Level Builder. Petit Devil&#039;s green asset was edited to contain both the green and yellow enemy variants in 1.5.0, and the Petit Devil yellow asset was no longer needed.&lt;br /&gt;
&lt;br /&gt;
===Ban Screen===&lt;br /&gt;
According to Goldstorm, this was the screen shown for users that have been banned online. It is an edited version of a newspaper showing Wily&#039;s arrest seen during the ending of Mega Man 6. There are colored squares and numbers around each paragraph and text elements that are placeholders for a banned user&#039;s username, date until ban is lifted, and reason for ban. In version 1.7.4, this was used for banned users.&lt;br /&gt;
&lt;br /&gt;
[[File:BanScreen_V1.7.png]]&lt;br /&gt;
&lt;br /&gt;
===Wily Machine 4 Starting Phase Icons (before 1.8.4)===&lt;br /&gt;
These icons were added in 1.8.0 for [[Wily Machine 4]], suggesting that you would&#039;ve been able to change its starting phase like with [[Wily Machine 6]], but this was not an option in the initial release. The ability to change its starting phase was added later in 1.8.4.&lt;br /&gt;
&lt;br /&gt;
[[File:WilyMachine4UnusedPhase1Icon.png]]&lt;br /&gt;
[[File:WilyMachine4UnusedPhase2Icon.png]]&lt;br /&gt;
&lt;br /&gt;
== Unused assets from development==&lt;br /&gt;
These are assets that were previously used and replaced in &#039;&#039;Mega Man Maker&#039;&#039;&#039;s development.&lt;br /&gt;
&lt;br /&gt;
===Thunder Beam Icon (Pre 1.1.0)===&lt;br /&gt;
Until version [[1.0.9]], [[Thunder Beam]] had a different icon consisting of electricity compared to later versions comprising a single bolt of lightning.&lt;br /&gt;
&lt;br /&gt;
[[File:ThunderBeamIconOld.png]]&lt;br /&gt;
&lt;br /&gt;
===Block Dropper Icon (Pre 1.4.0)===&lt;br /&gt;
On the same topic, [[Block Dropper]] (known as &#039;&#039;Brick Drop&#039;&#039; at the time) also had a different icon comprising a three-dimensional turquoise brick block. This was changed to a flat forward-facing brick block with the release of [[1.4.0]] to make the icon more accurate to its source material, along with also renaming said weapon to match its official name, as &#039;&#039;[[Mega Man 11]]&#039;&#039; had not been released beforehand.&lt;br /&gt;
&lt;br /&gt;
[[File:BlockDropperIconOld.png]]&lt;br /&gt;
&lt;br /&gt;
===Spring Man&#039;s sprites===&lt;br /&gt;
Spriter [[Schmidkalkan]] made sprites for [[Spring Man]], but those were not used in the game. Instead, the sprites used are those by [[Gaem]] and [[Sodacoma]].&lt;br /&gt;
&lt;br /&gt;
[[File:Spring Man unused version.png]]&lt;br /&gt;
&lt;br /&gt;
=== Heat Tile (Pre 1.5.0)===&lt;br /&gt;
A version of Heat Tile that was used in the game prior to [[1.5.0]], where it was changed so the upper and lower parts had the bigger brick parts from the source material.&lt;br /&gt;
&lt;br /&gt;
[[File:HeatTile Pre 1 5 0.png]]&lt;br /&gt;
&lt;br /&gt;
===MM2 Wily 1 Tile 2 Alt (1.5.0)===&lt;br /&gt;
A version of MM2 Wily 1 Tile 2 Alt that was used in 1.5.0. It was replaced by [[FakeVirus]] with a version that changed the inner corner tiles.&lt;br /&gt;
&lt;br /&gt;
[[File:TstMM2Wily1 2Pre 1 5 0.png]]&lt;br /&gt;
&lt;br /&gt;
===Cut Tile (PU) (Pre 1.7.3)===&lt;br /&gt;
A version of the Cut Tile from &#039;&#039;[[Mega Man Powered Up]]&#039;&#039; that was used in the game prior to 1.7.3, where it was changed due to criticisms for the lack of proper shading.&lt;br /&gt;
&lt;br /&gt;
[[File:CutTilePU Pre 1 7 3.png]]&lt;br /&gt;
&lt;br /&gt;
===Block Tile (Prototype)===&lt;br /&gt;
An early design version of Block Tile that was likely used in developmental builds, it was replaced by a different design in the official release of version 1.6.0.&lt;br /&gt;
&lt;br /&gt;
[[File:BlockTilePrototype.png]]&lt;br /&gt;
&lt;br /&gt;
=== Bright BG (Pre 1.6.0) ===&lt;br /&gt;
An early, non-animated counterpart to the Bright background that was used in Mega Man Maker before it was replaced in 1.6.0 with an animated counterpart.&lt;br /&gt;
&lt;br /&gt;
[[File:BrightBGUnused.png]]&lt;br /&gt;
&lt;br /&gt;
===Wave Tile (Pre 1.7.0) ===&lt;br /&gt;
&lt;br /&gt;
This version of Wave Tile was modified by BigMaster during [[1.7.0]]&#039;s development to modify the corner tiles.&lt;br /&gt;
&lt;br /&gt;
[[File:WaveTile pre 1-7-0.gif‎]]&lt;br /&gt;
&lt;br /&gt;
===Beta [[Fire Wall|Fire Wall Modifier]]===&lt;br /&gt;
[[Meka]] made a previous version of the Fire Wave Modifier consisting in a 1x16 stick before it was replaced by a 1x1 icon by [[BigMaster]].&lt;br /&gt;
&lt;br /&gt;
[[File:Fire Wall Stop Beta.png]]&lt;br /&gt;
&lt;br /&gt;
===Time BG 2 (before 1.8.4)===&lt;br /&gt;
A background from Time Man&#039;s stage drawn by then-beta tester BigMaster. According to him, the background was scrapped due to difficulties in making the wood beams in the background not resemble terrain and in adapting the background to the NES palette. It was re-added in [[1.8.4]] with a modified version by [[Son Loto]].&lt;br /&gt;
&lt;br /&gt;
[[File:BGTime2PU.png]]&lt;br /&gt;
&lt;br /&gt;
==Legacy Assets==&lt;br /&gt;
These are older versions of assets that have since been replaced with new versions of the same asset with different and/or additional functionality added.&lt;br /&gt;
&lt;br /&gt;
These assets, are not able to be selected or used under normal gameplay conditions in the most recent build of Mega Man Maker. They remain in the game to ensure levels made in older builds do not crash when loaded in the most recent version.&lt;br /&gt;
&lt;br /&gt;
===Petit Devil Yellow (Never Officially Released)===&lt;br /&gt;
Prior to [[1.5.0]], Petit Devil Yellow and Petit Devil Green where separate assets in the Level Builder. After [[1.5.0]] released, Petit Devil Green asset was edited to contain both the Green and Yellow enemy variants, and the Petit Devil Yellow asset was no longer needed.&lt;br /&gt;
&lt;br /&gt;
As Petit Devil Yellow as an individual asset was never officially released, it&#039;s Level Builder icon goes unused.&lt;br /&gt;
&lt;br /&gt;
[[File:YellowPetitDevilIcon.png]]&lt;br /&gt;
&lt;br /&gt;
===Checkpoint (Before v1.4.0)===&lt;br /&gt;
Prior to [[1.4.0]], A [[Checkpoint]] could only be used once when playing a stage, unless the player lost a life or restarted the level, triggering the level to reload and allow the checkpoint to be usable again.&lt;br /&gt;
&lt;br /&gt;
===Boss Doors (Before v1.5.0)===&lt;br /&gt;
Prior to [[1.5.0]], Horizontal and Vertical [[Boss Doors]] could be entered even while a boss battle was in progress, or while mini-boss [[enemies]] where spawned within viewing distance of the doors.&lt;br /&gt;
&lt;br /&gt;
===Rotating Platform (Before v1.5.0)===&lt;br /&gt;
Prior to [[1.5.0]], [[Rotating Platform]] only had a singular color variant, being Red.&lt;br /&gt;
&lt;br /&gt;
Due to conflicting ID values with an asset in a different category also having color variants, the newer Rotating Platform asset needed to be set to a different ID value if it also wanted to use additional color variants.&lt;br /&gt;
&lt;br /&gt;
===Teleporters (Before v1.5.0)===&lt;br /&gt;
Prior to [[1.5.0]], [[Teleporter|Teleporters]] where able to send players to disconnected screens even if a boss battle was currently in progress. Also, the asset only had a single colour variant, being pink.&lt;br /&gt;
&lt;br /&gt;
===Wanaan (Before v1.5.0)===&lt;br /&gt;
Prior to [[1.5.0]], [[Wanaan]] only had a singular color variant, being Dark Green.&lt;br /&gt;
&lt;br /&gt;
Due to conflicting ID values with an asset in a different category also having color variants, the newer Wanaan asset needed to be set to a different ID value if it also wanted to use additional color variants.&lt;br /&gt;
&lt;br /&gt;
===Water (Before v1.5.0)===&lt;br /&gt;
Prior to [[1.5.0]], [[Water]] only had a singular skin variant, being Yamato Water and was listed as a [[Level Objects|Level Object]]. However, to adjust Water for different skins in update 1.5.0, a dedicated folder for Water in &amp;quot;Tiles&amp;quot; was created while the Yamato Water tile in the Level Objects folder became inaccessible.&lt;br /&gt;
&lt;br /&gt;
===Conveyor Belts (Before v1.6.0) ===&lt;br /&gt;
Before [[1.6.0]], [[Conveyor Belt|Conveyor Belts]] only came with the skin from Metal Man&#039;s stage. To implement its change, the previous version of the Conveyor Belt was made unavailable for backwards compatibility and a new version was created.&lt;br /&gt;
&lt;br /&gt;
Further compatibility was added so that legacy Conveyor Belts could change direction if Metal Man&#039;s new &amp;quot;reverse Conveyor Belts&amp;quot; ability from 1.6.0 was enabled.&lt;br /&gt;
&lt;br /&gt;
===Crabbot (Before v1.6.3)===&lt;br /&gt;
Due to a design mistake, the enemy Crabbot&#039;s initial horizontal movement direction is opposite of its setting in the Level Builder. The original mistake version of the enemy was left in for compatibility with levels made working around the issue.&lt;br /&gt;
&lt;br /&gt;
===Mechakkero (Before v1.6.3)===&lt;br /&gt;
Due to a design mistake, the enemy [[Mechakkero]] moves in the air even when not jumping, possibly causing collision issues. The original mistake version of the enemy was left in for compatibility with levels made working around the issue.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unused content]]&lt;/div&gt;</summary>
		<author><name>PLMMJ2</name></author>
	</entry>
	<entry>
		<id>https://wiki.megamanmaker.com/index.php?title=Command_Selection&amp;diff=7152</id>
		<title>Command Selection</title>
		<link rel="alternate" type="text/html" href="https://wiki.megamanmaker.com/index.php?title=Command_Selection&amp;diff=7152"/>
		<updated>2023-08-06T15:46:31Z</updated>

		<summary type="html">&lt;p&gt;PLMMJ2: Fixed links on Tango.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Asset&lt;br /&gt;
|image=[[File:CommandSelect.png|250px]]&lt;br /&gt;
|caption=Artwork by Foseker&lt;br /&gt;
|description=The best weapon is every weapon. Includes two special spells.&lt;br /&gt;
|category=[[Weapons]]&lt;br /&gt;
|game=&#039;&#039;Super Smash Bros. Ultimate&#039;&#039;&lt;br /&gt;
|programmer=[[WreckingPrograms]]&lt;br /&gt;
|spriter=[[WreckingPrograms]](menu and icon)&amp;lt;br&amp;gt;[[FakeVirus]] (arrow and player sprites)&lt;br /&gt;
|sfx=[[Saphy]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Command Selection&#039;&#039;&#039; is a special weapon in &#039;&#039;[[Mega Man Maker]]&#039;&#039; inspired from Hero&#039;s abilities in &#039;&#039;Super Smash Bros. Ultimate&#039;&#039;. This weapon allows the playable character to use one of four randomly selected weapons including special items and utilities. Activating it requires one energy point, while using the weapons generally takes one point unless the selected weapons constantly deplete.&lt;br /&gt;
&lt;br /&gt;
In addition to the weapons, there are two exclusive techniques: Kamikazee and Heal. Kamikazee kills [[enemies]] and [[bosses]] on screen with the price of leaving the playable character with 1 HP, while Heal gives the playable character 4 HP.&lt;br /&gt;
&lt;br /&gt;
Chargeable weapons used through Command Selection generally cannot be charged when they are used with this weapon. However, when [[Atomic Fire]] is used through the Command Selection, it can be charged the same way it is otherwise used and it takes the same energy costs.&lt;br /&gt;
&lt;br /&gt;
Initially, the weapon selected through Command Selection would be instantly used right after the player selected it. However, the weapon was modified during the development of 1.7.0 to allow players to use the weapon options after activating them in the selection menu rather than using the weapon selected instantly. The playable character also acquires the color palette of the original weapon until they are done using the weapon. However, Kamikazee and Heal are still instantly activated upon selection.&lt;br /&gt;
&lt;br /&gt;
Some weapons cannot be accessed through Command Selection, like the three Mega Man adaptors ([[Jet Adaptor]], [[Power Adaptor]] and [[Super Adaptor]]), or [[Super Arm]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Command Selection is the third weapon inspired from the Super Smash Bros series to be announced for &#039;&#039;Mega Man Maker&#039;&#039; and the first since the game&#039;s initial release.&lt;br /&gt;
* The weapon&#039;s color palette is based off of the Hero character from &#039;&#039;Dragon Quest 11&#039;&#039;.&lt;br /&gt;
* Kamikazee is intentionally misspelled due to how it is spelled in the &#039;&#039;Dragon Quest&#039;&#039; series.&lt;br /&gt;
* The announcement trailer showed [[Bubble Lead]] and [[Triple Blade]] in a short frame as possible weapons, which was eventually revealed to be a hint that were to be implemented for 1.7.0.&lt;br /&gt;
* It&#039;s possible to stack shields using Command Selection, since there is no onscreen limit applied to other weapons summoned by this weapon.  &lt;br /&gt;
* Using [[Roll]] now that there is [[Tango Jump]] and [[Tango|Tango Attack]] since [[1.8.0]], it is possible to have two kitties at the same time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MMM}}&lt;br /&gt;
[[Category:Weapons]] [[Category:Cameo weapons]] [[Category:Original Assets]]&lt;/div&gt;</summary>
		<author><name>PLMMJ2</name></author>
	</entry>
	<entry>
		<id>https://wiki.megamanmaker.com/index.php?title=Dr._Wily&amp;diff=7101</id>
		<title>Dr. Wily</title>
		<link rel="alternate" type="text/html" href="https://wiki.megamanmaker.com/index.php?title=Dr._Wily&amp;diff=7101"/>
		<updated>2023-08-05T20:34:33Z</updated>

		<summary type="html">&lt;p&gt;PLMMJ2: Rewrote a line in trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:DrWily.png|thumb|right|Dr. Wily in his [[Mega Man 10]] appearance.]]&lt;br /&gt;
Doctor Albert W. Wily, known simply as Dr. Wily, is the main antagonist of the Mega Man classic series.&lt;br /&gt;
&lt;br /&gt;
He is a scientist and inventor, with the ability to create, modify, program, and reprogram various machines, robots, and Robot Masters. He is also known for his deception skills, manipulating others (people and Robot Masters) into doing his bidding, planning elaborate schemes, and being able to escape just about any situation if he is at a severe disadvantage.&lt;br /&gt;
&lt;br /&gt;
He was originally friends and classmates with Dr. Light at the Robot Institute of Technology, but both had a falling out, due to [[Dr. Light]] getting his funding revoked and ultimately getting his &amp;quot;Double Gear System&amp;quot; project shut down, due to claiming the project could be too dangerous. This lead a long lasting rivalry between the two, due to Dr. Wily blaming Dr. Light for sabotaging the success of his projects and ruining his reputation.&lt;br /&gt;
&lt;br /&gt;
He has intentions of world domination, and has been involved in various schemes intending to make those dreams a reality, but always fails due to Mega Man and his other allies interfering. However, despite always losing, Dr. Wily always seems to have a backup plan to escape being arrested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Mega Man Maker==&lt;br /&gt;
In version [[1.7.5]] and prior, Dr. Wily only appears in Mega Man Maker&#039;s level editor Tutorial. Contrary to Dr. Light, Dr. Wily encourages the player to make levels difficult.&lt;br /&gt;
&lt;br /&gt;
As of [[1.8.0]], Dr. Wily is present in the form of [[Wily Machine 4]] and [[Wily Machine 6]], piloting them as he does in the source games. Upon defeat, he will either escape in a capsule (Wily Machine 4) or fall to the ground and beg for forgiveness (Wily Machine 6).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* In Mega Man Maker&#039;s Tutorial, Dr. Wily is likely written in such a way to be more relatable to experienced and hardcore players.  &lt;br /&gt;
* Dr. Wily himself can be destroyed with [[Rain Flush]] after Wily Machine 4 is defeated. This is taken directly from a glitch in Mega Man 4.&lt;/div&gt;</summary>
		<author><name>PLMMJ2</name></author>
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