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-Fuse Man and Tengu Man health bars are the wrong colors.
-Lift Elevator changes from 1.9.3. are not available.
-Lift Elevator loop sound effect does not stop on death.
-Magnetic Conveyors are not working properly.
-Wood Grass Decoration secondary skin is not available in play.
-Burst Man trap bubble will now break on contact with Floating Spikes.
-Lift Elevator when saving on a checkpoint while the player is inside the said elevator, will now save the Lift Elevator at the same height of the checkpoint.
-Various other weapons now have improved interactions with Jewel Man's Jewels.
-Section Chemical crashes the game when entering a level.
-Standing Lava Hover can be controlled if the player stands on it right after a screen transition.
-Nitro Man can be placed on the close front layer.
-Ammoner is not sliced by Slash Claw.
-Burst Man transporting Bubble does not stop its movement after hitting a solid, and explodes while still moving.
-Missing animation and sound effect when bouncing against a bouncy ball while in a Floating Bubble.
-Trapped bombs inside of Burst Man transporting Bubble explode immediately when meeting ground instead of taking a second.
-Section Liquids are not resetting properly to the right state when restarting from a checkpoint.
-Blast Scrapped Car does not despawn properly when out of section.
-Yoku no longer despawn properly out of section.
-Electric Generator sound effect keeps playing while in the pause menu.
-MM11 Breakable Block no longer sinks in lava when falling.
-Tengu Kick attack damages the player while under uber chain invincibility.
-Invisible tile when alone has the wrong drawing size.
-Invisible tiles are not appearing properly when entering a section with time stopped.
-Sru-21/P crashes the game when placed on top of water and trying to go down trying to create the splash effect at the right position.
-Cracked Ice Platform may crash sometimes when being destroyed.
-Moving a screen with ladders overlapping tiles in the builder, crash the game when pressing play.
-Moving a screen with spikes may crash the game.
-Icicles don’t have their colour option.
-Magnet Well does not erase the deactivating projectile.
-Move Hover crashes when hit by Slash Claw.
-Jewel Man reacts to the down+jump slide input as a jump.
-Ice wave does not properly damage and destroy spines type enemies.
-Placing two Magnetic Ceiling Conveyors in the opposite direction with an empty space between them badly creates the solid.
-Frost Weldy Platforms ice effect is not working the same as classic ice floor effect.
-Road Roader is not turning properly on ledges when not facing the player.
-Landing sound effect plays when using Charge Kick from one ground to another.
-Astro Zombieg changes color when killed by Slash Claw.
-Astro Zombieg spawning while in a coffin does not properly reset when changing sections.
-Fan freezing interaction does not properly reset when changing sections.
-Fuse Man shoots twice at the same position after using speed gear.
-The player can stand on spikes after using Pile Driver at a certain height.
-Guts Man Plushie can still break Super Arm blocks placed by the player when lifted by Super Arm.
-Galaxy Man Plushie is no longer working after taking a teleporter placed out of section.
-Anti-Eddie appears behind tiles when jumping to leave the section.
-Jumping out of Burst Water into other water applies permanent water physics to the player.
-Shupponpon sound effect stays active while on pause menu.
-Tengu Man, Fuse Man, Nitro Man, Burst Man, Pirate Man, Enker and Punk projectiles are not disappearing properly after killing them.
-Attacking Tengu Man with Ice Wave before he lands, makes him go in his freeze state when landing even if it is a few seconds after.
-Blast Tile 6 and Blast Tile 6 (Alt) are named Blast Tile 5 and Blast Tile 6 (Alt)
-Bouncing the player against a Bouncy Ball on the wall during intro boss no longer works.
-Strike Man projectile cannot be destroyed by Triple Blade.
-Cracked Ice Platform can be activated during the intro screen.
-Danger Wrap Bubble when trapping enemies now breaks when changing weapons.
-Ring Tile 4 and Ring Tile 4 (Alt) are the same.
-Acid Barrier and other shields get destroyed by big pets body segments when standing on them.
-Electric Shock crashes when erased by Jewel Man's Jewels.
-Camouflametall does not shoot when Time Slow is active.
-Crushing a boss with a moving platform crash the game.
-Levels using the old Blast Wires may not load them properly when layered on an other asset.
-Burst Water no longer permits you to land on ground when the effect is off.
-Chemical Solution does not properly propagate when at different heights.
-Water Drop can reduce the acidity of Chemical Solution only once.
-Blast Wire, On-Off Blast Wire and Blast Sensors have been fully reworked to be easier to work with.
-Conditions for placing decorations have been fully removed.
-Back decorations no longer appear above spikes.
-Grenace Fence, Dynamo Girder and King Pillar will not be able to overlap each other. It will also now show their preview in the Builder when placing them.
-Maximum speed on Flipping doors no longer takes a few frames to close them all, but close them all instantly.
-Cracked Ice Platform now breaks on contact of lava for levels created after 1.9.1.1.
-MM11 Base Totem decoration now have an option to be reversed vertically
-Burst Man bubbles platforms can now spawn out of Burst Bubbles with bubble on top.
-Player may ends up inside of Cracked Ice Platform and clip in tiles after taking a Boss Door if directly ending on top of said platform after the Boss Door animation.
-Water drops take four drops to remove one level of acidity of Chemical Solution instead of one drop.
-You can place multiple Burst Water in the same section.
-Floating Bubble will now teleport with the player in galaxy teleporters if in the same section.
-Certains depth of decorations has been reworked in play.
-A good number of Air enemies that were on the main layer are now on the front layer.
-Blocky now gets one hit killed and cut by Slash Claw.
-Colors for Waterfall Spawners are still unavailable.
-Credit text is misaligned.
-Count Bomb CD is named wrongly Count Bomb DC
-When using Nado the player is immune to spikes.
-Vertical Void Tile sometimes does not use the right color set by the maker in play.
-Some old levels may crash on loading.
-Ice Wave should not make Mash burner explode on kill.
-Teltel Weather when activating a checkpoint should be kept after resetting to the saved weather on the said checkpoint.
-While the player is locked in Tengu Man Tornado, if he enters in a health modifier that kills him, it crashes the game.
-Bombs from Burst Man do not play the right sound effect.
-Flipping Doors icon does nothing while there is a parameter without icon, the icon should be on that parameter, and the other parameter doing nothing should be removed.
-On-Off Blast wires icons are missing.
-Blast Wire may not activate at all after a screen transition.
-Freeze Man does not do his heal taunt when hit by Ice Wave.
-Galaxy Man is invulnerable and intangible if his projectile is erased.
-Acid Barrier gets reflected by gimmicks which reflect projectiles.
-Water Shield bubbles do not properly spawn in Burst Water.
-Unable to place Super Arm Blocks where Lift Elevator Marks are or where Lift Elevator were.
-Unable to place Super Arm Blocks on Blast Wires, Shupponpon Doors and Shupponpon Rails.
-Invisibles tiles may not spawn correctly in the section when they start in a previous section on the left.
-Jewel Satellite destroys the thunder made by Spark Weldy.
-Flipping doors sometimes does not connect to each other properly and makes it so that only a part of the doors are flipping at the same time.
-Flipping doors once closed and after changing sections can be closed again even if they look closed they are actually opened.
-Big Pets platforms do not trigger with the smaller split balls of Crystal Eye.
-Decorations that goes over tile sometimes cannot be selected to change options, or tiles are deleted before the said decoration when delete.
-Eye-Dropper sometimes was not working properly for decorations on top of tiles.
-Using the Eye-Dropper on any object while being in the background category may not work properly.
-Pick-ups are no longer affected by Gravity Fields.
-Firsts Dive Tile 2 (Alt) and Dive Tile 3 (Alt) should be named Dive Tile (Alt 2) and Dive Tile (Alt 3)
-MM1 Statues appear above Turbo Crates in play when they appear behind the builder.
-MM1 Statues appear above Health and Weapon Energy modifiers in play when they appear behind the builder.
-Turbo Crates in play does not always works properly.
-Plushies can still be shot when crushed or destroyed by lava.
-Plushies effects can remain after being crushed or destroyed.
-Blast Ladder (Animate) repeats the two words: or may twice.
-MM6 Blizzard Block decoration does not have the slippery ice effect.
-Lava can be frozen from outside of the section they are bound to.
-Tiles are not updating properly when using the shift+double-click shortcut to mass replace them.
-When Acid Barrier or Burst Water is active in the section, some gimmicks or enemies may have their transparency not working properly and make a slightly transparent black rectangle appear.
-Return to builder from play is moving back to the player spawn instead of the last location on the builder.
-Shift+double-click shortcut to mass replace ladders and spikes may not work properly.
-Anchor lines from Floating Spikes move slightly after being placed in the builder.
-Fire Wall briefly appears for a frame in the middle of the screen before starting.
-Fire Wall does not reset properly when coming in the section from a teleporter.
-Ice Cracked Platform from a section to the left of the current section may appear for a split second when entering the section with a wrong size.
-Lava may stop at specifics gimmicks like Fire Beam or Elec Beam when they are one tile on the side and normally shouldn't stop.
-Splash Woman plushies water projectiles doesn't removed fire from Napalm Fire properly like it does with Oil Fire.
-Quick Beam Laser instant option doesn't work properly when on the edge of a section.
-Placing a ladder and a spike on the same position makes the spike disappear.
-Lamper on the same anchor position when set to follow the player does not move at all but should just ignore the anchor.
-Top Spin on plushies doesn't work anymore as intended.
-Magnet Fuse decoration is not working properly with visuals and collisions being off.
-Intro Bush decoration can gets extended when others decorations are nearby when it should only extend when same decoration is used.
-Fortress Panes decorations can despawn when they are on the edge of the section.
-Commando Bomb shockwave is unable to trigger Blast Crates.
-Plushies are not supposed to be able to break the Floating Bubble gimmick.
-Burst Man is not getting knockback from Perfect Freeze.
-Snow Teltel turns around every frame if the player is right below it in the center.
-Burst Man may crash in certain cases where there is just a few tiles available.
-Melting Snow Block is using the wrong icon in the builder menu.
-SRU-21/P floats through Cracked Ice Platforms and Arc Frosty Platform when placed on water.
-The buster shot for Break Dash does 2 damage instead of 1 to enemies.
-Water stops at Cracked Ice Platforms in play but not in builder.
-The player can still stand on ground while in burst water when burst water goes up.
-Sun rays are not supposed to work with Section Chemical Solution or Section Burst Water.
-Oni Robo is unable to spawn properly on the ground while going up on a ladder when the section is multi-screens.
-Twin Roader does not turn back when meeting a moving platform, but only when meeting a non-movable solid.
-When using copy-paste in a builder from a far distance, you are able to place objects on top of each other, it is not deleting the previous ones.
-Star Tile 5 and Star Tile 5 (Alt) are duplicates of Star Tile 4 and Star Tile 4 (Alt) and should be removed
-King Dynamo BG description overflows.
-MM5 Wily 1 Tile 3 description overflows.
-MM7 Slash BG 2 description overflows.
-Search Tile and Search Tile 2 descriptions should be swapped.
-Freeze BG 2 and Freeze BG 2 (Alt) have no description.
-Flame BG 6 and 7 should be around Flame BG (Alt) to work better.
-Dive Tile 2 (Alt 3) description overflow the box visual.
-Aqua Tile 3, 4 and Aqua Tile 3(Alt), 4(Alt) are not properly aligned when placed on an odd tile.
-MM1 Statues decorations have no description.
-Typo of the word immune in Boyorn description.
-Old Burner BG 3 is missing and was part of the BG clean up of the update.
-Crystal Tile 2 (Alt) animation is not working properly.
-Skeleton Post decoration does not keep the white color properly with Eye-Dropper.
-Skeleton Post decoration does not keep the white color in play sometimes.
-Skeleton Post decoration does not have the right size in play sometimes.
-MRX 3 Tile 2 (Alt2) is available twice in the builder menu.
-Water Rays from 1.9.0 may be crashing some levels.
-Moving screens makes tiles invisible.
-Moving screens with a water part where the source is not on the said screen gives weird results.
-Chemical Solution does not change all connected parts in a pool if it is over multiple sections.
-The version number was using the wrong number.
-Waterfalls had missing colour option.
-Loading levels has been reworked and should now be more like it used to be before 1.9.0.
-Loading levels from the Builder has been reworked and should no longer take 3-4x more times than from outside the builder like it always did.
-Plushies will now shine a bit when the player is near them while Super Arm is equipped.
-A skull icon now appears on the health setter if it is going to kill the player.
-Levels containing Pressurized Crack Blocks crash the game when opening the level.
-Moving objects when building levels onlines with other players crash the game.
-Dying while Fuse Man prepares his speed gear attack crash the game.
-Splash Woman plushie crashes the game when crying in Chemical Solution.
-Super Arm Block placed inside Section Lava can crash the game.
-Lifting a Super Arm Block or a Gori Three Rock with Super Arm crash the game.
-Plushies can break Super Arm Blocks placed by the player on contact, even when lifted by the player.
-You can lift multiple plushies depending on the player position, when you should be able to lift one plushie only.
-Changing weapons while lifting a plushie results in the plushie floating in the air.
-Plushies on different sections can be grabbed by Super Arm or fall in the current section if they are on the edge of the section.
-Cut man plushies can stack his boost effect and get super speed.
-Megaman collision when certain contact weapons are equipped such as Oil Slider, can hit the plushies multiple times per seconds, resulting in a stack effect.
-Rebound Striker is unable to interact with plushies.
-Ice Block no longer freezes lava.
-Water rays no longer work and act as invisible solid in play.
-Invisible tiles are not solid on the edge of sections and makes the player able to change sections and ending inside of them.
-Overheat damages the player when Uber chain invincibility is active.
-Succubaton can grab and damage the player during boss intros.
-Succubanton can grab and damage the player when the player is in slide with no space to stand up, ending inside tiles.
-Shupponpon Side Doors are unable to spawn Shupponpon when they are positioned on the edge of the section.
-Shupponpon spawn breaks when the player pauses.
-On/Off Shuponpon rails are connecting wrong in game compared to the builder.
-You cannot grab a plushie when you no longer have ammo on Super Arm even if it costs no ammo.
-You cannot place a plushie down when another plushie is in front of you.
-Lift Elevator loop sound effect never stops when restarting the level.
-When spawning Acid Barrier, sometimes another Barrier appears on the location of the previous Acid Barrier for 1 frame.
-Small explosion visuals can trigger blast crates.
-Quick Man plushies prevents quick beam laser to damage the player when it should only stop them.
-Lamper does not properly work when the anchor is set on the left of his initial position.
-Leaving a section while holding a plushie makes the player stay in the hold sprite, and does not disconnect with the plushie properly.
-Boyorn use the player getting hit sound effect instead of enemy hit sound effect when killed.
-Plushie use the player getting hit sound effect instead of enemy hit sound effect.
-Jewel Man gets stuck in the edges of a room if no walls are used when jumping into them.
-Jewel Man will not fire more jewels if you keep him constantly jumping.
-Galaxy Man gets hit multiple times by sustained weapons when teleporting.
-Jewel Man cannot jump out of small holes in terrain.
-You can now use the Eye-Dropper on backgrounds to copy them.
-Pressing the Shift Key while changing an option will now change other similarly connected objects to the same option, for example changing all colors of connected Push Block.
-Pressing the Shift Key and double-clicking on a tile with a different tile will now replace all the surrounding identical tiles to the new tile type.
-Pressing the Shift key while changing the color of an object makes it also change the colors of all the other objects of the same category that are connected to it.
-Bouncy Balls get 3 new colors for classic bounce and 3 new colors for stronger bounce.
-Napalm Fire will now takes 1 more frame before killing the player when fire is reactivated.
-Pressing the jump and dash button at the same time now allows you to immediately dash jump with Bass.
-When the game crashes, if you were making a level, a copy of your level will now be created under a Crash folder in the AutoSave folder to potentially recover it or send it to developers for giving them more information.
-Health setter no longer triggers when the level is finished after taking an Energy Element or any other object ending the level.
-Bell Ringer can now control Tel Tel when cyan and Section Lava when orange.
-Megaman 11 Breakable Block now has an option to not be affected by gravity.
-Steam can now directly be placed on tiles instead of next to it, and is now one object instead of two.
-When using the rectangle filling tool, you can now fill while keeping the parameters you saved with the Eye-Dropper.
-When the asset menu is open, you can now hover the already selected assets to verify their name and description.
-When releasing a new update, new example levels now have a NEW indicator to easily find them. This will be removed at the last patch of each update.
-Editor can lag heavily in a long vertical section with water tiles in one of the top sections.
-Some electrical enemies can trigger electric objects when they are dead.
-Crash Bomber no longer teleports to the middle vertically when grabbing an enemy or an object.
-Waterfall Spawners placed near the edge of a screen are also affected by Gravity Hold even in a different section.
-At certain speeds the Mobile Push Block won't crush the player, enemy or boss.
-Numetall isn't properly aligned in the builder.
-In certain cases Chill Block was not properly getting damaged after a boss was killed.
-Potton and Train Met keeps their direction they have on despawn when respawning instead of the initial direction.
-Snoler can sometimes clip in corners of tiles while jumping in tight spaces.
-Certain flying enemies get moved by appearing blocks such as Yoku Block on appearing, when it should fully ignore them.
-When Fuse Crawler is on a wall going down and encounters a top solid platform, they are unable to pass through it and stops there.
-When surrounded by Sheep Blocks, the Mobile Push Block seems to clip slightly inside on spawn, making him unable to move after deactivating the Sheep Blocks.
-The fire animation of Big Telly doesn't stop properly under time stop effects.
-Shooting Oil Slider on Top Lift makes the Oil Slider never stop on it and keep jumping out.
-Gravity Fields black background may have the wrong height by 1px on edges of screen or above it.
-When using the Time Stop effect before entering a section, Hornet Rolls will not appear until the time stop effect is over.
-Having Chemical Solution at different levels in the builder may impact the parameter of the chemical solution lower.
-Blue Feeber platform bubbles are blocked by top solid when going up when it should ignore it.
-The splash effect when entering and leaving a pool of water of 1 tile height may be higher than it should.
-Using Needle Cannon on Snoler may crash the game.
-When sliding under a tile into a new room with a boss fight while on an ice tile, will make the player walk forward instead of stop moving during the boss intro.
-Bounce Man intro can hardlock the game if a ladder is placed between the top of the view and his spawn position.
-When hitting a Lighter Push Block with a Charged Broom attack with Roll, the distance is bigger from one side.
-The animation of Tengu Blade and Electric Shock is wrong when at the top of a ladder.
-Fire Beam timers may desync if close to a screen transition.
-A direct Fuse Crawler placed at the edge of the screen may spawn every frame, resulting in a huge lag and potentially a crash.
-Grabbing a health pickup while having a screen transition may break the connection between a Key Door and their solid when opening the Key Door.
-Conveyor animations may desync from one conveyor to another.
-Helipon is not stopping properly on top of tile, but can stop inside the tiles.
-Water Rays can crash the game when the player is dead.
-You may clip the walls while you're sliding in a Moving Elevator going down.
-Picking up a Super Arm Block and getting in contact with Floating Balloon may end up in a crash.
-Roll hair animation on Oil Slider may stop after a transition.
-Music notes from Splash Woman are mirrored when she faces left.
-Ring Platforms no longer continue to close or spawn back after finishing the level.
-Cossack Catcher cable appears on top of the boss's health bar.
-When spawning in the air, Garyoby moves a little before falling.
-Gockroach Nest blocks water in play but not in builder.
-Atomick Chicken can clip in tiles and teleports.
-Depending on position, Tackle Fire from Droppers may draw below or above it.
-Dark Man and Yamato Man level mugshots have slightly the wrong colors compared to their profile icon.
-When jumping and using Command Selection with Roll, the menu moves slightly horizontally on landing.
-Key Block Checker are not on the same depth as Health Block Checker and Weapon Energy Block Checker.
-Grab Buster healing pellets stay on the old section when changing sections, and are still there when going back in the section.
-Wily Machine 6 may have some lower jumping sometimes.
-Flame Sword animation may never stops after killing Dark Man if hitting him at the same time as the player gets frozen.
-When section water goes down, it can impact the water on the section below and absorb it.
-Crystal Water stops Chemical Solution from going down, but not water, should be consistent.
-Acid drops are not working properly on Crash Lifts going up and down.
-Fuse Laser may miss one pixel of height when targeting the top of the screen view.
-After landing, Oni Robo's projectiles are no longer affected by gravity.
-You can clip into walls when using Nado below Soccer balls.
-The animation when getting out of Oil may be playing in the wrong place if the time was stopped when the player left the Oil spot.
-Using Charge Kick on the corner of an Explosive Crate may result in a crash.
-If you kill the Electric Generator with Concrete Shot while it's charging its energy, the energy ball may stay there forever and is not cleared.
-If the player uses Jet Adaptor, and then a gimmick moves it up without having the landing while changing weapon, when re-using Jet Adaptor, the player may teleport back down to its max height causing some clips.
-Using Top Spin against two Kamikamin Chest stacking may clip the player in the ground.
-If you're using Electric Shock against a wall, and press the opposite direction and then slide, the slide will not execute.
-Break Dash cannot be charged under Command Selection with Bass.
-If you jump out of view on top of the screen while the Section Water is moving, the Section Water may teleport to the end position immediately instead of slowly getting there.
-Water Wave cannot remove Oil on fire when shot from the side.
-Jet platforms may end up having different speeds depending if Time Slow is used before activating or after.
-Lighter Push Block floating above fans are suddenly falling if the player grabs any Lighter Push Block with Super Arm.
-Mirror Buster may not protect you properly from Fuse Lasers sometimes when going down.
-Bari's Bodies are not properly disconnecting from Bari's Head when being moved by Wave Burner underwater.
-If Roll is slowed down by Numetall, the Numetall projectiles appear at the wrong place while Roll is doing her air broom attack.
-When using Centaur Flash on Hard Man at the exact moment he hits the ground with his earthquake attack may hardlock the game.
-When leaving the section, Snooker SFX may not stop playing.
-Water Hover and Lava Hover animation may continue under time stop effects.
-On Off Ladders are still crashing the game in certain cases.
-Sometimes you cannot stand on top of a On Off Ladder.
-Sometimes when an On Off block appears, it moves the player up and the player is not killed even if inside an other solid.
-Sometimes when an On Off block appears, it moves the player up and the player is killed by an other On Off Block of the opposite state.
-On Off ladders can crush the player when an On Off block is above them and changing state.
-Ice Block from Ice Block Generators can crush the player.
-Objects that normally don't crush the player against tiles, can crush the player against screen borders.
-If the player is frozen by Dark Man 3 while shooting with Super Adaptor, it crashes the game.
-Pipetto splash particles may crash the game.
-On Off Ladders may crash the game when changing state.
-Cossack Catcher may crash the game if Wily has nowhere to spawn.
-Using Concrete Shot on Mokumokumo coming from machines or Cold Man may crash the game.
-When using the Eyedropper on Health Spawner and Weapon Energy Spawner, it can show the wrong visual.
-When getting in a pit, Heavier Push Block may force some other assets to fall down with them even when not in contact.
-The toggle icon for setting if a screen is connected to another can be activated when the mouse is over other UI elements.
-Flip Platforms top solid sometimes doesn't get properly erased on transition, making them able to softlock the player.
-Tackle Fire coming from droppers crashes the game when killed by the player.
-Kaminari Kogoro sometimes doesn't properly reset its properties and position on transitions.
-Mini Snowman from Snoler sometimes doesn't properly disappear on transitions.
-Plasma sound effect may sound weird when another plasma is offscreen.
-Assets in the boss category that are not bosses, are now able to be copy-pasted with the selection tool.
-Chill Block now breaks and freezes Lava on contact.
-Thunder Claw no longer makes the player go lower when using another character than Megaman.
-Molier is now able to break destructible blocks from droppers or manually placed.
-Firewalls will now wait for the player to be out of the teleporter before starting to move when entering a section.
-Flying alt of the Ice Block now better matches the non flying alt colors.
-Fixed typo for manual MM11 block description.
-Fire Storm projectile is now strong enough to slowly melt the Melting Snow Block.
-Magma Bazooka projectile fully charged is now strong enough to melt the Melting Snow Block.
-Solar Blaze projectile is now strong enough to melt the Melting Snow Block.
-Gemini Laser behavior was too much different from 1.7 and will now act more like in previous versions.
-Mini Snowman now bounces properly on Spring and Bouncy Ball.
-Plasma SFX when reconnecting should feel more like in the original game.
-Boobeam on rails can now be frozen by ice weapons when considered enemies.
-Electric Shock can no longer absorb projectiles from gimmicks except from the Elec Beam gimmick.
-Spawner now has alt colours for MM11's block and GB5's can.
-Multiples Boobeam tends to not work properly when together as enemies.
-Tackle fire from spawner does not freeze in place when hit by Ice Slasher or Freeze Cracker.
-Pasting objects doesn't properly delete all others objects under it.
-Giree isn't saved by Lava Hover Saver when already on a wall.
-Impact Spike is always looking up.
-When changing level from the builder, the camera doesn't move to the player spawn location.
-Napalm Drill sometimes doesn't spawn properly when on the edge of a section.
-Droppers timer doesn't properly reset when taking a teleporter or after a transition.
-Hovers animation still plays when on ground.
-When placed over ground, Water Hover phase through it.
-Pile Driver crashes when hitting a new Destructable Block
-Ice Blocks stutters when moving down in Section Water.
-Tackle Fire doesn't emit light in Darkness.
-Water Hover and Lava Hover can still move left and right when controlled and under Time Stopper effect.
-Bottom corners of Fuse Rail don't work properly.
-Target Rails and Boobeam Rails are not properly visible under Darkness.
-Gravity Fields are not properly visible under Darkness.
-Press can be moved by moving platforms.
-Concrete Shoot crashes the game when used on a Kamikamin Chest Gimmick.
-Moving blocks can pass through other entities that are controlling a Water Hover or a Lava Hover.
-Astro Gates no longer work properly under Time Slow.
-Elec'n gets stuck in place when placed between two sections.
-Placing specific gimmicks next to tiles can make lava pass through the said tiles.
-Bounce Ball crashes the game when used on Kamikamin Chest Gimmick.
-Big Pets Platform phase through the player and enemies instead of pushing them when moving.
-When fighting two Pirate Man at the same time, the game crashes after killing the second Pirate Man.
-Mag Fly works a bit differently than previous versions when at 3 tiles distance from ground.
-Player doesn't die when in Feeber Bubble and the bubble is following a spike ceiling.
-Feeber Bubble doesn't get damaged by Oil on fire or Napalm Fire when following the fire from below.
-Hell Metall DX doesn't work properly on edges.
-Player sometimes gets hit twice on the same enemy.
-Astro Gates when placed between two sections can sometimes despawn.
-Hogale sometimes falls off when entering inside tiles.
-Explosive Crates don't properly get damaged by Tengu Blade attacks.
-Molier can destroy itself where a moving platform previously was.
-Destructible blocks from droppers or directly placed, crash the game when bouncing on Bouncy Balls while in Lava.
-Uber Chain hits through invulnerable bosses like Kamegoro Maker.
-Drop Platform top solid property sometimes stays there forever after a transition, making the platform impossible to go through.
-Wind Platform top solid property sometimes stays there forever after a transition, making the platform impossible to go through.
-On Off Block, Ladder and Spike could keep their solid or top solid when right into the next screen and state is changed to off before passing the transition.
-Fuse Laser Crawlers can be kicked while appearing or disappearing making them fly in diagonal.
-Sinking priority for boxes in lava sometimes makes the block stays in the air.
-When passing through spikes due to a Waterfall, after the Waterfall leaves, the player is invincible to the spikes until out of it.
-Bass Buster Shots kept being blocked by solid when under a Waterfall.
-Mini Snowman when falling from the top of the view may be blocked by tiles offscreen on spawn.
-Flame Blast doesn't properly melt the Melting Snow Block from the side or the top.
-When passing under a Wall Blaster, the enemy may disappear for 1 frame.
-When coming back to a previous section, Moving Elevator doesn't reset properly and starts moving immediately.
-Crunch Don is no longer able to properly destroy most of the new Destructible Blocks.
-Megaman 9 Wily 1 BG 4 doesn't properly play its sound effect when in connected screens.
-Blast Man jumps very fast horizontally when blocked by a ceiling when trying to jump back and can end up killing himself.
-Moving Light sound effect doesn't stop when using weapons with a time stop effect.
-Punk may bounce against a moving platform just below him when dashing in his screw attack form.
-Petit Snakey on the ceiling can't be moved or crushed like his ground variant.
-Fire Wave Redirectors on a corner of a screen may crash the game if a fire wave spawns directly inside of it.
-Being crushed by a Lighter Push Block on water while being raised up crashes the game.
-Placing a Boobeam Trap Controller alone without other Boobeam Traps in a section may softlock the player.
-Kamegoro Vortex coming from both sides can crush the player.
-When Merserker attacks against a solid, it sometimes gets stuck inside of it.
-Teleporter with an anchor between two screens vertically are unstable.
-Icicle Teck doesn't stop at lava properly when freezing.
-Lava Hover can float in the air where previous lava was after being frozen.
-Top Solids below Quicksand prevents the player from falling and can have it stuck.
-Ladders below Quicksand are not possible to use when going down.
-Moving Cog has the same animation for different speeds.
-When the player is inside Feeber Bubble, if the bubble is destroyed the player can get softlock.
-When the player enters Feeber Bubble with Oil Slider, the projectile is not properly removed.
-Yoku Block can kill the player while appearing with only one Yoku Block.
-Bari interaction with the Ice Block above them is not working properly.
-Jet Platforms and Splash Platforms have the movement when under Time Slow, making them move suddenly after a certain time.
-Hyoey will die in a loop when under lava.
-Ice Block in levels from older versions may not break when above Hotplates.
-Pukapucker may now fall off platforms as opposed to the 1.7 version.
-Mobile Push Block may stop at inactive Dynamo Conveyors instead of ignoring them.
-You cannot place Section Water at the top of the section when there is an other Section Water on the section above.
-Stacks of blocks may move twice per movement and look like they are sliding for no reason, especially when on conveyors.
-Ice Block flying variants get in collisions with other elements below it making them unstable.
-Ice Block flying variants can get moved by other moving platforms when they are supposed to be immobile.
-Fuse Crawler spawning top sometimes prevents the laser from hitting a Crystal 1 tile away.
-Hard Man can sometimes kill itself when in a long section.
-Old levels with old Teleporters may end up soft locking the player if the player takes the teleporter out of a boss room and the boss becomes unplayable.
-When using F9 to take a screenshot, you are limited to one screenshot until you move to another menu or level.
-Tamp will no longer teleport out of view at the top of the screen and get stuck by spikes or other gimmicks.
-Move Hover and Guts Hover are able to be moved by each others.
-Tengu Blade and projectiles doesn't damage properly the new destructibles blocks.
-LaJaba cannot be frozen properly with Ice Slasher.
-Flame Blast sometimes doesn't properly activate Big Pets Platforms.
-Placing multiples Magic Backgrounds in a long section that contains a Bell Ringer may not make them all appear in the background.
-Stopping time while Kamikamin is hurting the player makes it teleport to the player when the time resumes instead of jumping again.
-Search Snake is not breaking Kamikamin Chests properly.
-Gravity Field is not working correctly when the base is not visible on the screen.
-Reflecting Yokus sometimes desync when out of the sections.
-Bosses with a weakness on Spread Drill will take the same damage for the small versions of the Spread Drill than without any weakness.
-Animation when using the Tengu Slide with no energy can be wrong.
-Wall Shadow is missing one skin.
-Moving a Lighter Push Block with Spread Drill from the right is not working correctly.
-Enemies can be moved by other hovers when already on one hover.
-Ice Wall can now activate Astro Buttons on walls.
-Blast Man second part of its intro now will check if there's a ground below before continuing to go down to prevent self destruction in a pit or lava.
-Teleporters placed in early versions of the game can make ladders stop working after teleporting.
-You sometimes cannot enter Teleporters that are slightly off-screen.
-MM11 Breakable Block's description contains a typo.
-Battan tries its best to lift MM11 Brick Blocks, but isn't strong enough and ends up clipping into the ground.
-The game crashes when using Danger Wrap on Kamikamin Chest.
-When using Break Dash, boss intros do not lock the player's movement.
-Cold Man may crash the game while fighting him.
-Undergoing a screen transition after being grabbed by Kamikamin Chest may make the player invincible.
-Rain at level 5 is as strong as Rain previously was at level 4.
-Cossack 1 Tile and Cossack 1 Tile 2's slippery collision have been inverted.
-Old Ice Blocks can no longer be broken by Fuse Lasers.
-After using Charge Kick, the player may be invulnerable to spikes.
-Lava Hover Saver ignores enemies and projectiles when they are touching another floor.
-Lava Hover Saver may crash the game when attempting to save certain projectiles.
-When using Fan, the player doesn't die from spikes on the ceiling.
-Stacking two Lighter Push Blocks on top of lava and then jumping on them crashes the game.
-Gravity Fields projections don't stop at sections when length is set manually.
-Water and Lava Hovers may end up pushing other objects into the ceiling when going up.
-Black part of Gravity Fields sometimes draws above other objects.
-Bubble Lead and Wind Storm do not properly break destructible boxes from spawners or when placed manually in the editor.
-Spike takes priority when standing both on spike and any other solid, top solid or platforms.
-Game crashes when landing on a spike while in contact with a Stone Man Platform.
-When standing on the slowest conveyor configuration, the player cannot be crushed by push blocks pushing him against a wall.
-Boobeam Traps can shoot the player even when out of the section.
-Boobeam Traps shoot timer can be desync with other boobeam traps when they are against a section edge.
-Boobeam Rails speed option 1 and 3 are the same as option 2 and 4.
-Boobeam Traps may not be counted as boss properly when there is a controller.
-Instant Waterfalls don't properly create solid inside tiles while passing through them.
-Using the Cut tool on lava may end up locking certain tiles from placing objects on it.
-Kamikamin Chest when being destroyed sometimes does not play a sound effect in certain conditions.
-Junk Blocks only destroy on directly placed solids.
-Junk Droppers are not working properly when between two sections.
-Bounce Man uses speedgear, the Lava Hover Saver can't properly save Bounce Man.
-Concrete Shot can be used where the lava used to be after being frozen.
-Purple Moving Cog is not working properly.
-Bosses may die in lava before finishing its intro.
-Enemies and Bosses can sometimes be heard dying in lava offscreen or offsection.
-The player may die in lava when getting out of a teleporter when the exit is above the lava.
-Lava animation sometimes doesn't sync properly with its own pool when unfreeze.
-Lava sometimes disappears when passing through a boss door.
-Fan doesn't stop lava in play, but does in builder.
-Magnet may not be solid after a transition.
-MM11 Block breaks too easily when on ground.
-Rain doesn't work properly where the screen above is a section connected.
-Search Snake doesn't ignore ladders like it used to be.
-Ice Walls sometimes crushes enemies and bosses instead of just damaging them.
-New Destructibles Blocks were not exploding on contact with bombs when the explosion came from the top.
-In online rooms, moving an object causes a crash.
-Ice Wall doesn't properly despawn when taking a Boss Door or after a transition.
-Conveyors layers are not the same from one conveyor to another.
-Instant Quick Laser Beams shouldn't fill the entire length after being blocked on the base.
-Hovers stays connected to the player or the enemy when it is below it.
-Hovers don't properly move other objects on top of it aside from the object that controls it.
-Fire Wall Modifier in the menu is the wrong icon.
:
-Weapon Energy Spawner and Health Spawner now have a new skin option.
-New color variant for Molier with golden treads, they turn around after bouncing or being pushed.
-Astro Gates now has a speed option, two slower and one faster.
-Quick Beams now can be set with a zero delay to instantly shoot lasers.
-Quick Beams now have a special delay option that will fill the full length at spawn.
-Pooker now can be set as a cloud directly on the level.
-Spikes can now be turned when there are multiple angle possibilities.
-Eye Dropper deep copy functionality is now available while building in multiplayer.
-Arrows now have color variations.
-Waterfall now has color variations.
-Ice wall now can be broken manually by holding Down and then pressing Shoot.
-Wily Machine 4 can now start at phase 2 of its fight like Wily Machine 6 can.
-Cossack Catcher has an option to ignore sliding resetting its AI pattern.
New Examples levels :
-Bushido - Warriors Way by Bush Bacon
-Seaside Steamworks by GamerFromTheWeb
-Various optimizations for levels with a big amount of sections.
-Added an option to Molier to define the direction it looks, and if it tracks the player position or not.
-Added an option to change character directly in the builder instead of removing it and placing a new one.
-Added a no delay option value for Icicle for it to drop instantly. With this specific delay, ceilings are not mandatory anymore but only one Icicle can drop.
-Added an option to Conveyors so you can split two conveyors and make them distinct.
-Added an option to Waterfall so they take the full size of the section instantly and never leave the section.
-Rain has been entirely reworked and should now be less prone to slow down the game when there is multiple rain in the section.
-Bari Heads are now pushed down when Magnetic Coil stands on it like Push Blocks.
-Visual for Oni Wind Generator wind effect has been improved to convey more about their speed and direction.
-Mokumokumo can now be trapped in the bubble of Danger Wrap.
-Icicle can now be moved offscreen by conveyors.
-All kinds of Push Block have been reworked to work better when pushed by others.
-Mobile Push block have been reworked so that higher speed takes priority, and same speed in different directions getting in contact will now make them both halt.
-Tengu BG (Animated) background has been renamed to Tengu BG (Alt)
-Hogale now spawns as soon as it is in view and not only when the center of the sprite is in view.
-Hogale hitbox is now a bit larger at the bottom to force the player to slide under it like in the source game.
-Water enemies react better to changes in water section height.
-Fukuhorn and Metall Sniper horizontal direction option has been removed as the enemy automatically looks out to the player.
-Ice Wall will now automatically break when inside other solids.
-Ice Wall in Water is now breaking after some time like in the original source game.
-Ice Wall will now automatically break when going up due to water and the player is standing on it while encountering another solid.
-Giree has been entirely re-done to work better with engine changes since 1.6.
-Giree and Giree Spawners now have a speed option.
-The Paste tool in builder has been changed and now erases anything under the copied asset when applied.
-Icicle can now spawn under Health Block Checker, Weapon Energy Block Checker and Key Block Checker when they turn solid.
-Pluto ground dashes are now able to break Pluto Blocks like the player can do with Break Dash.
-Punk logic has been tweaked a bit to be able to get out of Springs.
-Profile card now has level count properly aligned to account for higher level totals now.
-Moving Elevator is now drawn below enemies projectiles.
-Boobeams, Kamegoro Vortex Makers, and Big Pets body segment are no longer considered bosses by the editor minimap.
-Megaman can now use Tengu Slide even when the Megaman slide option is disabled.
-Nitron flame projectile now stays in place when spawning inside tiles and solid.
-Eye Dropper properties in Builder now keeps its properties when pressing Play instead of resetting to default parameters.
-Neo Cutman added to credits for the writing section as it was forgotten.
-Updated Roll's editor description to better indicate her ability to fall through 1 tile wide gaps.
-If Big Pets Head is out of view because of bad placement in the builder, the boss will automatically die to prevent a softlock.
-Ice Wall can now be spawned in a 2 tile corridor as opposed to the original game.
-Moving Light now works and moves when in a connected section and out of view.
-Centaur Flash now briefly illuminates the room when under darkness.
-Ice Block now has gravity and a new color option that makes it stay in the air.
-Mobile Blocks were originally not supposed to keep momentum from conveyors, it has been changed, to change momentum Bouncy Balls are preferred.
-Loading a level from the Builder takes way more time than loading from the level list.
-Playing a level made after 1.7 and then playing a level prior to 1.7 can make the level never ends after killing the boss.
-Playing a level and then loading a level in builder may not play the right music.
-Darkness in transition can be very laggy in big levels.
-A crash can occur when using Super Adapter on enemies.
-A crash can occur when trying to place Rompers that fall from the top of the screen.
-A crash can occur when taking a Weapon Capsule Remover while Uber Chain is active.
-A crash can occur when there are multiple Pirate Man in the same section.
-A crash can occur when Cold Man is trying to land.
-A crash can occur when using Splash Woman in darkness and she uses the trident rainfall.
-A crash can occur when using Mega Ball into a Move Hover.
-A crash can occur when picking a Gori Three Rock with Super Arm and going in a transition.
-A crash can occur when Blocky is crushed by a Napalm Drill.
-A crash can occur when using Needle Cannon on Snoler and the Mini Snowman from Snoler.
-A crash can occur when using Needle Cannon on Lantern Fish.
-A crash can occur when Flame Man is shooting at a blank Weapon Block or Weapon Barrier.
-A crash may rarely occur when in play and the current active section is on the most left screen of the map.
-Depending on position on the screen, Alternating Conveyors can crash the game.
-Gori Rock doesn't damage the player.
-Using Ice Wall where an Icicle Spawner was can crash the game.
-Icicle that falls in the pit can still damage the player when he falls in the said pit.
-Icicle above a Lighter Push Block prevents it from moving up after an explosion below or a bounce.
-Carrying Gori Rock with Item-3 may crash the game.
-Soccer Ball doesn't slow down anymore after being punched.
-Molier is able to drill with his back after being bounced.
-Player cannot stand on Magnet Beam when it's over an On Off Ladder.
-Kakinbatank are stopped by On Off objects when they are in their Off state.
-Off Block and Yoku prevents the player from placing S.Arm blocks.
-Stacked Push Blocks after being pushed can be offset and not fall properly in 2 tiles pits.
-Press gimmicks can be moved by moving platforms.
-When time is stopped and resumed, Push Blocks instantly falls at maximum speed instead of keeping the speed it had before time was stopped.
-Mokumokumo can slow you down while his cloud is taking shape.
-Teleporter in Wily Airlines - Disaster Transport Example level are not working properly.
-Needle cannon doesn't attach properly to Hyoey and some enemies.
-Hyoey can damage the player while his death animation is playing.
-Various Sound Effects are playing in Mono instead of Stereo.
-Cossack 4 Tile 3 and Cossack 4 Tile 4 have the same icon in the builder menu.
-Respawning to checkpoint while Pirate Man is rising water makes the sound effect loops forever.
-Shell'n can be pushed by Wave Burner underwater.
-Kamegoro Maker Vortex Generator may zip the enemies and bosses out of bounds or inside a solid when pushing them against a solid.
-When Ammoner gets out of the water he dies no matter the distance with the ground.
-Amonner doesn't bounce with Bouncy Ball horizontally when underwater.
-Ice Blocks from the generator turn invisible and respawn on transition instead of being removed.
-Having the player standing on Ice Wall while in water makes it able to pass through ceilings.
-Bari's Head and Bari's Bodies are not respawning properly after a transition.
-Swapping to Electric Shock right after shooting results in a softlock of the player.
-Splash Platforms Spawners are not aligned with tiles when direction is set to the left.
-Splash Platforms when spawning can kill the player if against it.
-Splash Woman is blocked by Top Solids which was not the case in 1.7, and can also end up in a softlock because of it.
-Splash Woman is able to move horizontally when doing her dive attack but only moves vertically in the source game.
-The following background, Tengu BG (Animated) can desync after a transition.
-The following backgrounds, Tengu BG (Animated), Astro BG 3, Astro BG 4 and Astro BG 5 are not affected by Time Stopper, Flash Stopper and Centaur Flash.
-Placing Sun Rays on the corner of a section makes it not working.
-Dashing with Bass under Time Bombs with only 1 tile of space can result in a softlock of the dash behavior.
-Tom Daddy gets stuck against walls when on ceilings.
-Spike Platforms two tiles away from ground can not be activated from below, and neither can damage the player.
-Boobeam Traps are not affected by timeslow for their timers, but the projectile is.
-Damaging Blocky when against a wall on a conveyor pushing to that wall crashes the game.
-Battan struggles to move when some objects are on him and ends up clipping into the floor.
-Time Stopper, Flash Stopper and Centaur Flash have no effect on Bell Ringer.
- Sliding next to a wall of spikes with Charge Kick makes the player clip through the other side.
-Fuse Laser Turrets next to a Crystal Switch can't activate it.
-Enker animation doesn't stop under the influence of Time Stopper, Flash Stopper and Centaur Flash.
-An animation frame is missing when the player gets at the top of ladders compared to previous versions.
-Hogale can get stuck on the ceiling after bouncing on a Bouncy Ball.
-Hogale hitting a ceiling of Bouncy Ball ends up clipping in the ceiling.
-Shadows are drawn in front of waterfalls.
-Pausing after clearing a Target that would finish the level, makes it so you finish the level in the menu.
-Fankurow can move the player horizontally while climbing a ladder.
-Downward Fans can push the player inside the ground.
-Tango from Roll can get softlock after using it against a solid.
-Fuse Laser Crawler directly placed on the builder may not appear in the level when in a corner of the screen.
-Illusian projectors no longer appear in long horizontal sections.
-Flame Blast cannot melt horizontal Ice Barriers.
-Boss can still be hit by a Tengu Blade projectile when the weapon is set as immunity.
-Bombier and Katonbyon projectiles are not exploding when hitting a top solid or a ladder anymore.
-Lighter Push block keeps its momentum when picked up with Super Arm.
-Pierobot Wheel can clip into the ground depending on position.
-Heavy enemies that spawn on top of Chill Block damage the block without having to jump.
-Searchies from Searchy Spawner are not despawning after a transition.
-Subeil alt color hitbox is different and makes it able to be hit by a buster shot when shrunk.
-Placing Fire Wave Spawner Edge on the builder at the right edge of the section makes it not spawning anything.
-With specific layouts of the map bosses can lock the previous section making it a softlock of the level.
-Crash Man easily clips inside walls when surrounded by them.
-Splash Woman Fishes appear behind Bosses Doors.
-Kaminari Kogoro doesn't appear when the player enters the section from the top.
-Weird things can result when you place an object inside another object and change the tool to the selector to copy paste in the builder.
-Shooting Time Slow right as it ends doesn't damage bosses.
-Napalm Bomb acts weirdly with the Time Slow attack from Time Man, and flies very far.
-Napalm Bomb crashes the game when landing on ground after Time Man use his Time Slow attack.
-Cloud Man can end up killing himself in corners of the screens when turning into clouds.
-When Plasma is reconnecting and is despawned, the connection sound effect never stops.
-Killing an enemy with Water Wave in water could make the enemy drop an item multiple times.
-When Snoler is trapped between walls, ground and ceiling, he will end up clipping inside the walls after a while.
-Mini Snowman from Snoler will clip into the ground when landing on a conveyor.
-Needle Cannon can stay in the air after an enemy is defeated with a certain number of enemies with a lot of health.
-Bass is unable to double jump if aiming down with his weapons.
-When the player is in the Super Arm weapon slot but hasn't acquired the weapon yet, Super Arm Blocks are blinking like they could be picked up.
-Health and Weapon Energy Blocks sometimes are showing in their solid state when they are not solid.
-Pluto phases through ground when it's made with Pluto Blocks without breaking them.
-Pluto can get stuck on the edge of the screens when there are no walls.
-Weapon Energy Setter eternally softlocks you if you change from one specific weapon to changing all weapons.
-Kamegoro Maker and Kamegoro get stuck in an infinite loop of turning around on section edges of connected rooms.
-Big Pets body segments get stuck when 1 tile's worth of width is over the current section border.
-Bass can lose his momentum when jumping on a Spring or a Bouncy Ball.
-Punk can die offscreen when going too high in the section.
-Weapon Blocks and Barriers stops water from going further which was not the case in previous updates.
-When pick-ups appear inside solids they sink for a few seconds.
-Placing Napalm Fire on a right wall or on a ceiling inactive at start moves them out of the wall or ceiling.
-Megaman 8 Big Telly enemy animation sometimes stops.
-Ice Block coming from Ice Block Generators may not rise up when spawned in water.
-Pressurized Crack Block can be hit by player projectiles when they are not placed on tiles.
-Pick-ups falling in a pit appear in the section below.
-Spread Drill does not bounce off bosses properly like in Megaman And Bass.
-Ice Wall does not break when in water.
-Bari doesn't make any sound effect when growing or shrinking.
-Ice Wall buster shots do not do proper damage to bosses.
-Thunder Claw kills you mid swing if you are just above them.
-When Super Arm breaks on enemies the particles are not erased when off screen leading to increased lag.
-Yellow Devil's eye can be pushed by Wave Burner when underwater.
-Freeze Man does not react to players' Wave Burner if held down prior to the start of the fight.
-Names of redirector and shifting falling stone are incorrect.
-Napalm Bomb's explosion does not do proper damage to bosses when set as a weakness.
-Jumping from Charge Kick in the air gives more jump boost than it should.
-Changing weapons while sliding and having Mirror Buster active could prevent the character from moving when the slide ends.
-Switching to adaptors from Weapon Capsules while being in slide under a ceiling can result in the player being stuck in the ceiling.
-Elec'n can appear in the section above itself when in drop mode.
-Holding Fire while using Wave Burner and moving between out and in water doesn't change the sound effect.
-Being pushed while on a ladder can lock the character in the air.
-Ice Block doesn't reset its position after a transition.
-Explosive Crates may keep their solid after being destroyed.
-Cutting Wheel can get stuck on ground in certain conditions.
-Some Weapon can hit Cossack Catcher while the player is grabbed by it.
-Sliding under 1 tile while changing screen with a Weapon active can clip the player.
-Whooper can be seen twice when killed by a Black Hole.
-Blocky can stop moving when meeting a solid and trying to turn around.
-Tango GB is still locked on a target after he destroyed it.
-Hornet Roll when placed on the left of an Astro Gate can prevent it from moving when offsection.
-Fighting Commando Man with Treble Boost can create weird visuals and controls for the player when stun or concrete.
-Ballade Cracker explosions can be reflected by enemies.
-By using Command Selection you can stack Treble Boost with other weapons, resulting in weird visuals.
-Switching from Break Dashing to Adaptors results in weird visuals.
-When leaving a section containing Cutting Wheel with a Teleporter, the sound effects replays on the next room.
-Plant Barriers works on Big Pets Platforms making it an infinite source of life refilling.
-Big Pets Platforms don't stop properly when meeting a wall.
-Burner Man diving attack doesn't work properly on top solid platforms.
-Burner Man throwing grenades attack doesn't despawn properly when leaving the screen making him unable to create a new grenade.
-Thunder Wool doesn't affect Snoler when hit from the top.
-Cold Man Ice Wall doesn't freeze Fire Wall.
-Cold Man freeze attack sometimes appears in the wrong positions and ends up inside solids.
-Kamegoro doesn't produce an explosion when killed by Time Slow or Time Stopper.
-Dark Man 4 when surrounded by walls in a 2 tile space doesn't work properly.
-Mole Spawners may not work properly after taking a Teleporter.
-Switching back to uber while active from certain weapons crashes the game.
-Using certain weapons when stunned by Dark Man 3 causes crashes instead of properly showing the stunned white sprites.
-Kamegoro Vortex Generators display the wrong direction option for vertical ones while in editor.
-Fighting multiple Shade Men and getting hit while caught allows you to use weapons.
-Magma Beam Generator Projectiles being solidified doesn't properly remove the solid on changing sections, making an invisible wall.
-Boobeam Traps setup as bosses, can hit the player prior to the start of boss fight when not visible.
-Copy Vision and Ice Wall buster shots shot by player when weapon is out cause Move Hover to move too far when hit.
-Copy Vision buster shots shot by the player dealt wrong damage to bosses.
-You can grab Ladder in the next section left or right before doing the transition.
-Wily Machine 6 gets its jumps stuck when it starts off in the middle of two sections.
-Dark Man 3 & 4's projectiles do not reach the player if they are right up against a section border.
-Dodge rolling with Roll while you have I-frames makes you able to be double hit.
-Dodge rolling with Roll while uber is active can get you take damage if touching a damage source.
-Rotating Spike Box spikes sometimes are desync with the box and ends up in the wrong position.
-Wily Machine 6 will softlock on Fire Walls when killed because it preemptively kills the boss controller instead of doing proper multi phases.
-Move Hover will not move when shot with Buster or Needle Cannon when point blank from the right side.
-Big Pets Body segments do not react to Mega Ball and Bounce Ball.
-Weapon Energy Modifier does not properly refill Time Stopper after first refill when time is stopped.
-Moving Light respawned when it should not have when out of view.
-Rolling into boss rooms with Roll with a low ceiling causes you to roll in place during boss intro.
-Cold Man can push ice walls which are not directly in front on him.
-Fire Met can get blocked by its own Fire Met Spawner and clip out of bounce.
-Targets can sometimes not get hit by a projectile at the edge of the section.
-Lot of conveyors in a level makes it easy to lag even when off section.
-All types of push blocks will eat Power adaptor shots and play sfx for when in contact with it, Bounce Man's fist or punch blocks while the block is dead.
-Dying on the same frame as opening the menu does a weird animation on the bar of the first weapon slot and the health of the player.
-Cold Man has his missing heal resistance to ice weapons when they are not set as a weakness.
-Sun Rays, adds visual effects at the top of water.
-Time bombs now can be set with a zero delay to instantly explode after activation.
-Online Builder is no longer in maintenance.
-Weapon Block and Weapon Barriers now show the weapon icon and colors in the builder.
-Astro Door Horizontal can now push the Lighter Push Block.
-Weapon can now be removed from the list of weapons by right clicking on it on the builder menu.
-Oni Robo Wind machines no longer push Gori Three Rocks but only Lighter Push Blocks.
-Shell'n weakness to Electric Shock was missing.
-Better performances when the level uses a lot of backgrounds.
-Better performances in long sections.
-GB Crystal Spikes are badly cropped.
-The following Spikes are reversed horizontally : Clash Spike GB, Clash Spike GB (Alt), Wily Spike GB II, Wily Spike GB II (Alt).
-Icon for Wily Spike GB II in the builder menu is the wrong color.
-Tengu BG (Animated) can sometimes desync from one screen to another.
-Astro BG 3, 4 and 5 can sometimes desync from one screen to another.
-Super Arm does not trigger Soccer Ball Jet.
-Super Arm does not trigger Kakinbatank's movement.
-Super Arm draws above certain objects such as enemies.
-End of Credits do not scroll to the right position.
-When there's multiples Oni Wind Generators, the speed for pull and push is inconsistent depending on positions.
-Astro Door stops moving after a screen transition while in movement.
-Oil Slider on moving platforms acts differently than it was in previous versions.
-Hell Metall DX can drop pickups when the threads are destroyed.
-Target animation doesn't stop when time is stopped.
-Target rails are still active and moving targets while time is stopped.
-Weapon Barriers and Weapon Blocks are not acting as a wall of section anymore.
-Astro Door Horizontal going into each other gets stuck.
-Yellow Devil placed vertically between two sections damages player during transition and boss intro.
-Wily Machine 6 gets stuck during a jump when moving platforms enter it.
-Big Pets platforms behave incorrectly with certain projectiles.
-Cold Man's Ice Wall loses all speed and rises in water when a single pixel touches water.
-Giant Springer's missile goes invisible as it flies a certain way.
-Cold Man's Ice Wall breaks early when it hits a screen edge with a connected screen by transition.
-Dark Man 3's stun causes the player's colour to change while stunned when opening, closing the pause menu or when switching weapons on pause menu.
-Dark Man 3's stun causes the player's colour to return to Command Select's default colour instead of the currently selected weapon's colour.
-Super Arm blocks placed by the player do damage to the Acid Drop Spawner.
-Soccer Ball Jet activates and damages players when they are at rest and the player is under them.
-Dynamo Conveyors may crash the games when on edge of screens at start of the level.
-Dashing with Bass and swapping to Charge Kick weapon gives the wrong hitbox to the player.
-Magnetic Coil SFX can be heard from outside of the section.
-Magnetic Coil SFX doesn't stop when leaving the section.
-Hyoey SFX doesn't play properly when another Hyoey is dead or out of section.
-Plasma's connection SFX doesn't play properly when another group of Plasma are connected on the section.
-Plasma's connection SFX doesn't stop playing when leaving the section.
-Surumaker in water is not able to track the player properly.
-Shooting Tornado Hold while inside Waterfalls makes the projectile teleports.
-Switching weapons to or from Power Adaptor while shooting locks up player controls.
-Certain bosses do not target Copy Vision when it is made.
-Bosses always target Copy Vision even when it is not a primary or secondary weakness.
-Water animation can get desync after a transition.
-Icicle spawning on a jumpthrough moving platform may crashes the game.
-Icicle cannot spawn if overlapping with Spinning Wheels on spawn.
-Ice Wall does not properly lose durability to hitting enemies or bouncing off walls.
-Spark Shock teleports to enemies starting position when they are stunned and despawned.
-On/Off Ladders make enemies move up slightly when transitioning while over them.
-Boss projectiles are drawn behind plates.
-Hornet Chaser is drawn under yoku blocks.
-Brain Break does not properly take damage from Ballade Cracker.
-In the editor water goes through some things it should not.
-Jewel Satellite does not destroy small masked projectiles like the ones from Hot Dog.
-Music Changer on transitions doesn't work properly.
-Adjusted string names for music changer so &B and GB names fit in properly.
-Oil slider moves player when stunned by Dark Man 3's stun projectile.
-You can turn around in a slide when stunned by Dark Man 3's stun projectile.
-Wave Burner can be used if held when stunned by Dark Man 3's stun projectile.
-Wave Burner allows the player to turn around when stunned by Dark Man 3's stun projectile.
-Wave Burner's sfx continues playing after you run out of ammo if the shoot button is held.
-Moving Light sfx continues to play when transitioning to a section without one in the next section.
-Crazy Razy can no longer respawn until his head is destroyed.
-Plates solids can make the game lags if respawned a lot after a screen transition.
-Magnetic Coil doesn't reset properly after leaving a section.
-Magnetic Coil doesn't reset its falling speed properly after leaving a section.
-Kamegoro Maker's Boss HP bar does not update correctly when using Time Slow, Time Stopper, Flash Stopper, or Centaur Flash.
-Kamegoro Maker's turtles now properly take damage to Time Slow, and Time Stopper.
-Scworms do not jump at the player after being spawned.
-Horizontal Weapon Blocks draw above most objects.
-Plant Barrier does not consume ammo on heal when turning a projectile into health.
-Dark Man 4's shields crash when reflected by Jewel Satellite.
-Magma Beams emit light in darkness even when solidified by Concrete Shot.
-Big Pets Platforms do not reset to their starting position when leaving the section.
-More optimization on big levels.
-Colored Icicle outline has been changed to blue.
-Crystal Eye crashes the game when hitting a Big Pets Platform.
-Crystal Gate Tile 2, Dive Tile 2, Dive Tile 2 Alt and Burner Tile 3 icons in the builder menu are using the wrong tiles.
-Wily V Tile animation is way too slow.
-Some Bosses don't spawn properly when the player spawn in the same room or after taking a teleporter.
-Placing an Icicle under a falling moving platform prevents it from falling.
-Grab Buster's returned health does not heal nor despawn when the weapon is not Grab Buster.
-Low Gravity section effect bleeds into other sections if too close to the edge of the section.
-Cossack Catcher's cable draws over the pause menu.
- Added 41 new profile icons from MM&B, MM I-V GB and Fortress bosses.
- Adding Top Water and its gray version.
-Water Height Marker can now be on the same height as another marker with a different number option.
-Adjusted volumes of several SFX to be more inline with the volume of other SFX.
-Editor options for various objects now have custom icons to better represent their function.
-30XX's music track is now a permanent track instead of having to be unlocked.
-Crystal Eye crashes the game when hitting a wall.
-Uranus platform crashes the game after being activated once and leaving the section.
-After moving boss on builder, when playing the level online or offline, the game may crash on the start of the level.
-Shooting on Brain Break with a piercing weapon crashes the game.
-Shooting on a Party Ball and then entering a Boss Door crashes the game.
-Shooting on a Party Ball and then entering a Boss Door makes 2 players visible.
-Placing a S.Arm block on top of a Floating Balloon crashes the game when reaching a ceiling.
-Moving a screen in the builder may result in a crash later when placing tiles where the previous screen was.
-Rain with Section Wide Water sometimes crashes the game.
-Spawning Spark Chaser on a projectile that reflects shots crashes the game.
-Dying or using the quick reset shortcut right after taking an invisible checkpoint may crash the game.
-Game crashes when a boss is killed during the boss intro health filling up.
-Mobile Push Block may crash the game when on springs or leaving ground.
-Having two Checkpoints next to each other can create duplicates of keys.
-Dynamo BG 2 has its name being Dynamo BG 2 Alt 1.
-Player can activate a ceiling Astro Button by jumping on it.
-Ring Man doesn't work properly if two of them exist in the level.
-You cannot have two Boobeam boss fights in two different sections, the other fight will never start.
-Wily machine 4 crashes the game if you do a Quick Reset just after health finishes filling up.
-Wily machine 6 crashes the game if you do a Quick Reset just after health finishes filling up.
-When placing multiple Low Grav Section in the level, only one can work.
-Tango sometimes crashes the game when leaving the screen.
-Tango sometimes doesn't break Tango Weapon Blocks and Weapon Barriers.
-Weapon Blocks and Weapon Barriers set to no weapon crashes the game when in contact with player Ice Wall, Pluto dashes and attacks, Cold Man Ice Wall, and burner attack from Burner Man
-Ice Block Generator shooting an Ice Block on top of the player after taking an orb softlocks the game.
-Builder sometimes crashes on startup.
-Refilling both Health and Weapon Energy with modifiers at the same time crashes the game.
-Bubble Lead doesn't remove Napalm Fire when it is over it.
-Some Ladders don't work properly and you can walk on top of them even when stacked.
-Section Wide Water is affected by markers out of sections.
-Section Wide Water affects the section below it.
-Player is no longer able to enter into 2 tiles gap when falling from far.
-Clicking the online button in builder softlocks the game.
-Tengu Blade has a bit of delay at start.
-Tengu Blade delay for the blade to appear is a bit too long.
-Waterfall delay option is not working.
-Waterfall going upwards can make the player enter inside tiles until it is fully spawned.
-Touching an Energy Element to end the level causes Uber Chain's ammo to instantly drain to 0.
-Uber Chain ammo draws fractional parts rounded up, leading to the bar looking full when you are still missing a bit of ammo required to activate.
-Uber Chain effect stays when the weapon is removed with a weapon remover capsule in weapon slot 0.
-Waterfall being on screen when the level finishes crashes the game.
-Reflecting Burner Man impact wave with Jewel Shield crashes the game.
-Sea mine crashes the game when leaving and re-entering water multiple times.
-Splash Woman out of water with darkness crashes the game when singing.
-Pressing up to take a ladder while sliding under a Magnetic Ceiling Conveyor crashes the game.
-Copy Vision on top of Wannan crashes the game if the player dies.
-Ice Wall going down in Wide Section Water can phase through the ground.
-Crash Bomber can attach itself to Gimmmicks that are top solids.
-Player is sometimes not carried properly by moving platforms.
-Mobile Push Block on conveyors doesn't move properly what's above itself.
-Tiles and Backgrounds have outdated icons in the builder menu.
-Standing between two Invisible Checkpoints can crash the game due to too many sparkling effects.
-Frozen Flame Pillar solid is not properly destroyed when getting out of view.
-Dive Tile 2 is not animated.
-When the player is on top of a push block he sometimes can not be crushed by another push block falling on them.
-Sydecka Drill doesn't reflect projectiles on hit.
-Rain particles in contact with Section Wide Water don't appear when they land on the surface of water.
-Gb Dust 2 Tiles are the same as Gb Dust Tiles.
-Illusians icons in the builder menu are outdated.
-Pirate using Water from Wily 3, Wily 4 and Wily 6 gets softlock into his rising water phase.
-Napalm Fire first frames on spawn are wrong when set to unlit.
-Astro Doors stop at ladders and top solids which was not the case before.
-Depending on room layout, Yellow Devil split isn't working properly.
-Boobeam Trap does not deal damage properly when Time Slow is used as a weakness.
-Boobeam Trap are instantly killed when Gravity Hold and Centaur Flash were used as weaknesses.
-Wily bosses
New bosses:
-Cold Man
-Burner Man
-Pirate Man
-Enker
-Punk
-Pluto
-Yellow Devil
-Boobeam Trap
-Kamegoro maker
-Cossack Catcher
-Wily Machine 4
-Darkman 3
-Darkman 4
-Big Pets
-Wily Machine 6
New enemies:
-Gori Three
-Dodonpa Cannon
-Plasma
-Romper
-Snoler
-Big Telly
-Electric Generator
-Mokumokumo
-Hogale
-Hogale Spawner
-Ammoner
-Oni Robo
-Oni Robo Cloud
-Oni Robo Wind
-Sydecka
-Hyoey
-Biribaree
-Piriparee
-Doncatch
-Hell Metall DX
-Fukuhorn
-Metall Sniper
-Press'N
-Cutting Wheel
-Tamp
-La Jaba
-Fankurow
-Shuhorn
-Chainsoar
New weapons:
-Ice Wall
-Wave Burner
-Copy Vision
-Spread Drill
-Tengu Blade
-Magic Card
-Grab buster
-Salt Water
-Electric Shock
-Break Dash
-Spark Chaser
-Tango
-Uber Chain
New gimmicks:
-Low Grav Section
-Astro Gate Horizontal
-Astro Button Horizontal
-Astro Button Reset Horizontal
-Gori Three Rock
-Hotplate
-Ice Block
-Ice Block Spawner
-Explosive Crates
-Dynamo Conveyor
-Moving Light
-Moving Light Redirector
-Moving Light Terminator
-Moving Light Darkness
-Floating Balloon
-Floating Balloon Spawner
-Oni Cloud Generator
-Oni Wind Generator
-Pressurized Cracked Block
-Rotating Spike Box
-Bell Ringer
-Super Cutter
-Melting Snow Block
-Icicle
-Shifting Falling Stone
-Guts Hover
-Move Hover
-Napalm Fire
-Alternating Timing Conveyor
-Water Fall Spawner
-Girder(x1, x2, x3, x4)
-Uranus Platform
-Pluto Block
-Target
-Target Rail
-Target On
-Target Off
-Target Level
-Health Modifier
-Energy Weapon Modifier
-Lighter Push Block
-Heavier Push Block
-Mobile Push Block
-Magnetic Coil
-Section Wide Water
-Water Height Marker
-Water Height Crystal
-Health Block Checker
-Weapon Energy Block Checker
-Arrows
New pickups:
-Anti Yashichi
-Drop Suppressor
-Hornet Roll now shows you his deployed shape while in editor and has a special icon instead of numbers.
-Ratton and Skull Walker now enter the Danger Wrap bubble.
-Quicksand is now ignored when climbing.
-All item weapons can now carry blocks like item-3.
-Molier direction can now be selected in the builder.
-Petit Snakey, Iceteck, Cyber Gabyoall and Numetall will now try to stay stuck to a moving platform when they are below one.
-Ice projectile made by Squidon is now properly affected by conveyors.
-Battan now bounce back when hitting a bouncy ball from the side.
-S.Arm blocks placed by the player can no longer crush bosses from the side.
-When opening a menu in the builder, the mini-map will now automatically hide itself.
-Tooltips on the play bar will now appears above the mini-map instead of below it.
-On/Off Searchy now has the proper light effect under it to match the on/off state when off.
-Fuse Laser Crawler will now deflect Jewel Satellite, Plant Barrier, Star Crash, Skull Barrier and Leaf Shield for consistency
-Spike Platform now regain his solidity behavior directly except for the assets that are inside instead of no solidity at all.
-Spike Platform won't kill enemies anymore when turning.
-Press chain no longer disappear when the press is in a pit.
-Press chain will now stick to the same solid instead of the nearest solid.
-Gimmicks can no longer be screen-wiped.
-Brown can no longer get crushed.
-IcicleTeck icicle turning into a solid no longer moves the player, but makes the player able to move freely inside of it until out.
-Water is now less demanding in ressource inside levels and while in builder.
-Conveyors are now less demanding in ressource inside levels and while in builder.
-Rain will now auto-recalculate its size if the tiles are destroyed.
-All Conveyors objects now have speed options.
-Checkpoint now have a vertical and horizontal activation option.
-Platform now has an open or close option.
-New colors for Astro Gate, Astro Buttons and Easy Platforms : Purple, Yellow, Pink, Cyan
-New colors for Keys and Key Doors : Purple and Yellow-Pink
-Dust blocks on the edge of the screens are inconsistently solid or not solid after a transition.
-Walking from a side transition or falling from a vertically downwards transition on the following assets could make you go through them: Spike Platform, Time Bomb, Punch block, Astro buttons, Bokazurah Block, Bari Head III, Chill Block.
-When the player opens a Party Ball; if a moving platform goes under the party ball, it can move the player on screen.
-The player can stick to bouncy balls from under when time is frozen.
-Fuse Rail on walls doesn't hit the player if they are moved by a conveyor, a wind effect or a magnet effect.
-Fuse rail on walls doesn't hit the player if he's already against it and pushes the direction key to touch the Fuse Rail.
-Sometimes Pooker when in cloud shape is not activated by the player when landing on it.
-When copying Astro Gate in editor; the preview color is always red.
-Using Treble Boost with Bass can make you go through ground if pushed by a Fan going down.
-Using Nado on a tight space makes you able to go through ceilings.
-Sliding on Cossack Platforms sometimes doesn't work.
-When spawning a S.Arm Block on a place where a steam was; sometimes steam will attach to the S.Arm Block.
-You can attach steam on Soccer Balls on the right side when you shouldn't be able to at all.
-In the editor sometimes keys are not reset properly.
-Sumatran doesn't react properly to controllers.
-Bosses may drop normal pickups when killed by a moving platform.
-Sometimes placing an object with an anchor, makes the anchor go to top left of the level if you hold the mouse button on another object.
-Health and Energy spawners make continuous sound effect when at the top of the section.
-Placing Hammer Joe against a wall in the builder makes him stuck in wall in the game.
-Blocky sticks to the ceiling instead of falling when there is no more ground.
-Blocky orphans block stay alive if you leave the section while they are no springs or bouncy balls.
-Cannopeller projectiles are completely blocked by any top solid when shoot from the side.
-Gockroach S sometimes clip inside solids.
-Item 3 cannot lift more than one block at a time.
-Player and enemies on top of a battan on top of a block are not stable.
-Killing a boss with Hornet Chaser may spawn normal pickups.
-You cannot revert the character on the character capsule with a right click.
-Blocky clips through moving platforms.
-Spring are not blocking water in the builder but are in game.
-Ring Platforms and Coil Platforms center blocks water in builder but are not in game.
-Wind effects on player may clip them into solids.
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