the cutting room mirror

Unused Content

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#

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.

Other Unused Graphics#

Mega Man Osohe Dance#

A whopping 1,013-frame animation of Mega Man doing the Osohe Dance from Mother 3 can be found in the data.win file of version 1.8. There doesn't seem to be a way to make this happen in-game and is more than likely an Easter Egg for data miners to find, though it does have a matching string ("sprMegamanDance"), so who knows.

(Source: Mega Marino)

Unused Weapons#

Chaos Storm#

You beat Milk Man! You get Calcium Storm!

An unusual addition that made it into v1.9.0 can be found at Weapon 111. It's unfinished, non-functional, and turns the player completely white. According to internal strings, it's labeled as "Chaos Storm". Given the project's track record of adding random weapons of interest to the game (Perfect Freeze from Touhou, Command Selection from Dragon Quest, et cetera), this is likely a reference to the fire-based spell from the game Dark Souls.

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 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 (index 740). Using this tileset just displays the Air Tile 1 graphics, however. This technically did get added in 1.9.0, but as a decoration.

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

Ring Tile 4 (Alt)#

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.

Shadow Lava#

Undefined: No description. 

v1.9.0 brought about the advent of layered stage design and proper decoration tiles such as sewer grates, plants, fences, and the like. One decoration that didn't make the cut was a very unfinished "lavafall" based on Shadow Man's stage from Mega Man 3. (Index 1333.) Placing this in a stage will add an invisible tile that does nothing at all.

Acid Ladder (Animate 2)#

Are you a duplicate? Blink once for 'yes'.

A ton of animated ladders were added in v1.9.0. Among those are a few that are accessible through text editing, but are otherwise duplicates of existing ones. This one (index 1417), in particular, is a variant of Acid Ladder (Animate) which has the light blink entirely in sync instead of in sequence.

Wily Ladder 1 PU (Animate 2-4)#

Similar to Acid Ladder (Animate 2), the ladder tiles at index 1429, 1430, and 1431, respectively, are all asynchronous variants of Wily Ladder 1 PU (Animate). They may have been under consideration for use similar to the animated Flash Man and Gemini Man flashing stage tiles.

They all share the same Builder icon, which is why only the one is shown here.

Wily Ladder 2 PU (Animate 2)#

Wouldn't those lights blind you when climbing?

Are the ladder lamps used to teach climbing? 

Another asynchronous animated ladder variant. (Index 1433.) This one has an actual description, though the text overflows well outside of the bounding box.

1685 - Small Plushie#

Here's a curiosity. This (index 1685) is a fully-interactive and customizable plush toy object. This is also a duplicate of the Level Objects over at category 6, index 246. There seems to be no difference between the two, so it may be another case of being indecisive about where to put this, much like the Boss Suppressor down below.

1686 - Big Toy#

Big rocks! He's got great guts!

The Small Plushie's bigger cousin, however, is completely inanimate, non-interactive, and only features Guts Man G.

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.

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

v1.9.0 added five more of these in the form of unmarked and unnamed alts for Impact Man's tilesets -- at least, that's the assumption based on their position between some Fuse Man and Wily Stage tilesets. Strangely, all of the Builder icons reflect already-utilized tiles: Impact Tile 2 through Impact Tile 5.

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

...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. Despite this, the tileset was re-enabled and is usable in v1.9.0.

(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.

Undefined#

Undefined: No description available.

A literally undefined enemy can be found at index 239. What it was supposed to be is unknown as placing it in a level puts a Swim Metall DX from Mega Man 7 in its spot. Swim Met DX was added in 1.9.0 (index 238), but this version has no customization options and no icon to speak of.

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 (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 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#

Undefined: No description available.

An odd, alternate M-Tank was added in v1.6.0 (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 (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.

Invisible Checkpoint#

She seems to have an invisible touch, yeah~

When the new Checkpoint object was given new properties in 1.8.0, it used a new modifier value, "q", with the following values:

  • 1 = Visible, trigger when touched (traditional Checkpoint)
  • 2 = Invisible, trigger when player is on same vertical axis
  • 3 = Invisible, trigger when player is on same horizontal axis

Setting q to 0 (or any value beyond 3) also makes an invisible checkpoint... but like with value 1, the player has to touch it to activate it. This seems entirely intentional, though it lacks a unique "setting" icon. It does triggers the "checkpoint reached" animation and function fine otherwise, though.

Water Currents#

Let's get that water movin'!

Water Currents: N/A

Hidden in the code at index 222 is a very rudimentary object which adds a moving current to a body of water. It lacks any options and only points to the right, but it seems to work alright for what it is.

Snow Generator#

It's a total white-out!

Undefined: No description available.

The icon for what appears to be a Snow Generator can be found at index 238. While the Tel Tel stage hazard from Mega Man 7 was added and can cause snowfall when hit by cold weaponry, this appears to be something that would generate snowfall without the need for a Tel Tel. However, it is currently non-functional and simply places a Swim Metall DX where it should be.

Unknown Objects#

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

Three were added in v1.8.0. These objects are at indexs 183, 191, and 194. Another one was added in v1.8.4 at 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 or with multiple bosses)

Unused Backgrounds#

Wily 2 BG 2#

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 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! (index 91/93)

Clown BG (Alt)#

Fluffy clouds and funny clowns! Probably! What lies within these colorful grounds?

Undefined: No description available.

At 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

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

Freeze BG 2#

Riiicolaaaa! Mountains at dusk.

A second Freeze Man background (and its alt) can be found at index 778 and 779, respectively. They're both transparent behind the mountains and seem perfectly fine, so it's a mystery why they were dummied out.

Flame BG#

1.0.0

1.9.0

The original Flame Man background (index 33) was finally updated and replaced with a new version (index 858) as of v1.9.0. There's not a huge difference between the two, but the newer one has columns that are better defined.

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!

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

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.

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

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

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

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

Forbidden Island#

In this 1.9.0 Example Level, there's a test room in this level with a Suzak and Fenix mini-boss, among other things. Not terribly exciting, but it's kind of neat seeing the design process like this.

Crispy Kickin' Cayenne Chicken#

A hidden room exists toward the end of this v1.9.2 Example Level. It appears to contain "pixel art" of a clown. While it's not entirely unused -- a skillful jump will grant access to the E-Tank -- the room itself can only be seen in the editor.