Unused content

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In Mega Man Maker, there are quite a few ideas that have not been fully realized or assets that were made inaccessible following further updates, but can still be uncovered hiding within the files of the game. Much of this content can still be accessed in-game with a little bit of elbow grease but is not available through normal means.

Currently Unused Assets

These assets exist in the current build of Mega Man Maker but are unused.

Gemini Man

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.

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.

As Gemini Man was never officially released, its Level Builder icon goes unused.

SprCatBossesIcons 9.png

Mega Man 3 Wily 2 BG Alt

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.

MegaManMaker-v120 MM3Wily2BGUnused.png

(Image Credit: user "Josephine Lithius" from "The Cutting Room Floor")

Junk BG 1 Alt

A version of Junk BG 1 without animation, left static in its "power off" state. Likely replaced with the animated version of the BG later in development.

Junk BG 2 Alt

A version of Junk BG 2 without animation, left static in its "power off" state. Likely replaced with the animated version of the BG later in development.

Music

The NSF files for Mega Man 1-6 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.

Pointkun (Cursor)

While not technically an enemy in this game, the custom cursor Pointkun has secrets of its own. These secrets come in the form of these 14(!) unused frames of animation that could've been used for multiple scenarios, including idle animations or editing text boxes.

It is, however, worth noting that the developers never intended to put these in the game. They were sprited without communication with the programmers, and the implementation of these animations was never attempted.

MMM Unused Pointkun.png

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 v1.0.0 to v1.0.9, and has been unused ever since version 1.1.0.

MegaManMaker-v100 TitleLogo2.png

(Image Credit: user "Josephine Lithius" from "The Cutting Room Floor")

"Prototype Block Dropper" Mega Man Sprites

Among the sprites for the playable character Mega Man, there are graphics for Mega Man attacking with an abnormally enlarged and miscolored arm. It is assumed these where early prototypes of sprites for the Block Dropper weapon, that where likely eventually abandoned in place of sprites more accurate to the source material.

MegaManMaker BeefyArm-Unused.png

(Image Credit: user "Josephine Lithius" from "The Cutting Room Floor")

Previously Unused Assets

These assets where unused in previous builds for various reasons, but are currently used in the most recent build of Mega Man Maker.

Caricarry (Before 1.5.0)

The enemy Caricarry from Mega Man 9, was present in Mega Man Maker in 1.0.0, but would not see an official public release until 1.5.0.

Although the enemy was functional for the most part in older builds prior to 1.5.0, it did have some collision and clipping issues when it came to solid tiles and objects, implying the enemy was not finished at this point in development.

CaricarrySprite.png

Petit Devil (Before 1.5.0)

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.

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.

Petit Devil Y.png Petit Devil G.png

Unused Assets From Development

These are assets where previously used and replaced in Mega Man Maker's development.

MM2 Wily1 Tile2 Alt (1.5.0)

A mistake version of MM2 Wily1 Tile2 Alt that was used in 1.5.0, it was replaced by FakeVirus with a fixed version.

TstMM2Wily1 2Alt.png

Block Tile (Prototype)

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.

BlockTile Prototype.png

Legacy Assets

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.

These assets, despite 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 build.

Petit Devil Yellow (Never Officially Released)

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.

As Petit Devil Yellow as an individual asset was never officially released, it's Level Builder icon goes unused.

Petitdevil.png

Checkpoint (Before v1.4.0)

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.

Boss Doors (Before v1.5.0)

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.

Rotating Platform (Before v1.5.0)

Prior to 1.5.0, Rotating Platform only had a singular color variant, being Red.

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.

Teleporters (Before v1.5.0)

Prior to 1.5.0, 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.

Wanaan (Before v1.5.0)

Prior to 1.5.0, Wanaan only had a singular color variant, being Dark Green.

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.

Water (Before v1.5.0)

Prior to 1.5.0, Water only had a singular skin variant, being Yamato Water and was listed as a Level Object. However, to adjust Water for different skins in update 1.5.0, a dedicated folder for Water in "Tiles" was created while the Yamato Water tile in the Level Objects folder became inaccessible.

Conveyor Belts (Before v1.6.0)

Before 1.6.0, Conveyor Belts only came with the skin from Metal Man'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.

Further compatibility was added so that legacy Conveyor Belts could change direction if Metal Man's new "reverse Conveyor Belts" ability from 1.6.0 was enabled.

Crabbot (Before v1.6.3)

Due to a design mistake, the enemy Crabbot'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.

Mechakkero (Before v1.6.3)

Due to a design mistake, the enemy Mechakkero moves in the air even when not jumping, and possibly causing collsion issues. The original mistake version of the enemy was left in for compatibility with levels made working around the issue.