Jump, shoot, create! Mega Man Maker is a fan game all about creating your own Mega Man levels and sharing them with the world! Alternatively, play one of many levels created by other users, from full-length Robot Master stages to unique puzzle levels. There's content for everyone to enjoy, all for the low price of nothing!
-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.
–When hit after grabbing an Energy Element, the player is able to move freely.
-Quick Laser Beam at the bottom of the screen may despawn if blocked by a solid.
-Sliding under a Soccer Ball may crush the player.
-Rush Jet colliding with moving platforms may cause a crash.
-You could duplicate keys by standing between 2 checkpoints while a key is going back at you after killing a boss.
-Fire Met may be stuck or not being able to jump out of Crash Lift or Top Lift platforms.
-Helipon cannot land properly on a moving platform going up.
-Helipon phase through solid when in contact with a top solid.
-Molier direction can now be selected in Editor.
-Pooker can prevent Brown to shot when in contact with it.
-Pooker can move Brown from the side in cloud shape.
-Brown sometimes cannot be moved by moving platforms.
-Hornet Roll slippery effect is affecting the player even when time is stopped.
-When the player is moved by Mag Fly or any wind effects into spikes, the player stop right in front of the spikes and doesn't die properly.
-Question-Tank animation may desync with each others.
-Backgrounds may sometimes desync from one to another.
-Conveyors and Magnetic conveyors sometimes desync from one to another.
-Footholder can desync in time.
-Crystal Switch Timer could get desync by entering and leaving a section multiples times.
-Sometimes the timer doesn't reset properly between 2 levels.
-Clicking on the mini map may make you click on something below it too and activate hidden buttons.
-When changing an option of an asset in the builder, it was sometimes selecting the nearest teleporter.
-Bomb Flier and Turbo Roader states are not reset properly when teleporting in a section.
-Placing a teleporter with his anchor on the same place makes it impossible to select certain colors.
-Enemies projectiles are not destroyed when taking a teleporter that leads you to a new section.
-Deleting a teleporter sometimes doesn't destroy the other one properly.
-Fuse Laser Crawler moved by a conveyor may get destroyed when in contact with solid.
-Fuse Laser Crawler will now deflect Jewel Satellite, Plant Barrier, Star Crash, Skull Barrier and Leaf Shield for consistency.
-Moving a Key Door in builder hides the number on the said door.
-You can stack Concrete Shot horizontally.
-Trio the Wheel Head looking right jumps when one of the sent wheel falls in a pit.
-You can destroy Brown barrel with non-piercing weapons if Brown cannot get out of the barrel due to solids above it.
-Shooting a Soccer Ball on top of a Moving Elevator makes it goes through the said Moving Elevator.
-TNT are not solids out of view when coming from a screen transition.
-Fuse Laser Crawler cannot spawn on the right or bottom of the screen.
-You can make the player clip inside solid after getting freeze by Hard Man and in collision with Oil.
-Using Top Spin on Fuse Laser Crawler doesn't use any ammos.
-Question-Tank, E-Tank and M-Tank appears for a few frames on respawn when taken already.
-Oil on fire in transition can kill you by turning back into fire as soon as the transition starts.
-Star Shield is automatically unequipped when the player is offscreen.
-IcicleTeck icicle sound effect is still played after the enemy is destroyed and the icicle is no longer visible.
-Bombier bomb sound effect is missing.
-Scramble Thunder can still stick to Fuse Crosser or Fuse Extender after it has been destroyed by a weapon like Bounce Balls.
-Placing Tango on a moving platform going up is unstable.
-Spine, Garyoby, Cybergabyoall falls from the edge when a top solid is on the same height.
-Concrete Man projectiles turning solid can blocks enemies.
-Hitting the opposite side of a horizontally placed Fuse Rail can hit the player.
-Top spin is not very stable on small enemies, and sometimes makes you get hit instead of jump on it.
-Quick reset sometimes causes Keys and timers to not reset properly.
-Top spin doesn't make any sound when triggered by Fuse Laser Crawler.
-You can take ladders out of screen 2 tiles away from the current section.
-Black Hole Bomb first phase disappear in contact of Brain Breaker .
-When placed in the left direction, giree gets stuck on Easy Platforms and Crash Lifts.
-Player can surf infinitely with Oil Slider against the left side of the screen on top of water.
-Fuse Laser Crawler spawn desync easily.
-Thunder Wool gets stuck against walls.
-Anti-Eddie pickups despawn when the enemy leaves the section even when detached from it.
-Having health or ammo refill while doing a screen transition creates weird behaviors.
-Ben K next to a wall in the build will spawn inside of the wall in game.
-Using the Eye Dropper tool on Music Changer makes it vanish.
-Mash Burner platforms are not stable.
-Dragging the player at the end of the level in build may crash the game.
-Added the Magnetic Ceiling, as well as On/Off and Conveyor variants. Jump into this ceiling to stick to it and move around freely. You cannot move when attached to the Conveyor variant though, so be careful!
-Added a new example level: Magnetic Interference by Objectionable.
-Fuse Rails as a floor, similarly to spikes, now have lower priority than solids, not hurting the player if they are only partially touching it.
-Using Charge Kick too close to a ceiling may block the player.
-Using Pile Driver on the ground and leaving the ground slightly pushes the player down.
-Walking on a Chill Block after a transition will make you fall through it.
-Astro Man, Grenade Man, Blast Man and Bounce Man's sprites have some border pixels cut off during certain animations.
-Moving a carryable moving platform (Push Block, Soccer Ball, or Battan) with Item-3, lets that moving platform carry non-carryable moving platforms.
-The player can get softlocked in the example level Wily Airlines - Disaster Transport.
-When the player is moved or pushed into a Fuse Rail, they don't get hit.
-Battan's collision with other moving platforms and others Battans has been slightly improved.
-The player can stick to a ceiling if a Bouncy Ball is placed next to it.
-The player may not be able to climb down a ladder when next to another ladder.
-The player may get stuck on the top of the screen when climbing a ladder that is one tile away from the border of the section.
-Super Arrow can be shot to the other side of a tile.
-Napalm Bomb can be shot to the other side of a tile.
-If a Battan is carrying another moving platform, it may disappear upon hitting a Spring.
-Battan may be blocked by a moving platform it's carrying when jumping.
-Enemies and bosses are sometimes not able to jump off jumpthrough moving platforms.
-When climbing a ladder to the top, the player can be teleported above a jumpthrough platform that is one tile above the ladder.
-Fire Wall Modifier's neutral position can change the way the Fire Wall moves in certain cases.
-After being affected by a Fire Wall Modifier, a Fire Wall still plays its sound effect after it moves outside the section.
-When adding a new favorite but not choosing an asset, the game may crash upon selecting the empty favorite on the Favorite Wheel.
-Item-2 is able to push enemies and certain objects other than Push Block, Soccer Ball and placed Super Arm Blocks.
-Fire Wall does not kill bosses properly during their intro animation.
-Beat does not despawn on screen transitions, creating various exploits.
-Letting go of Mirror Buster from Command Selection while sliding as Roll can get you stuck.
-Fuse Laser Crawlers may not appear if they are spawned at the edge of the screen.
-Push Blocks moved by a jumpthrough moving platform may pass through enemies without pushing them.
-Crash Lift is no longer able to carry a Push Block on the ground.
-Fans pushing the player down do not work when the player is standing on a jumpthrough platform.
-If the player kills a Brown and dies at the same time, the game may crash.
-When riding a Falling Platform to the ground, the player may not be able to slide until they jump.
-If a Yoku Block is placed under another Yoku Block, it may kill the player when spawned inside of then, even if the other Yoku Block is not yet active.
-Sliding under a horizontal Key Door with Tornado Hold under it may crash the game.
-Sliding under a horizontal Key Door with a Fan pushing you up may clip the player under the floor.
-Spiked Jet Soccer Ball's damage collision will return to its starting position if it falls off screen.
-Shade Man's intro animation plays too quickly.
-Tango cannot spawn on player-made Super Arm Blocks when standing on them.
-Soccer Ball Jet gets stuck when you stack many and the lowest one is spiked.
-The player may be able to walk through a 1-tile gap.
-The player slightly sinks into a Push Block on a Crash Lift.
-The player can't die to spikes after a neutral jump while affected by wind.
-The player may be crushed while moving between two Push Blocks on Crash Lift.
-The player may enter the Fan when on the edge of it.
-The player can be pushed by Fan when sticking next to it on the right.
-Splash Woman doesn't stop her movement after being hit by Centaur Flash.
-Horizontal Steam is not able to damage the player when time is frozen.
-Steam may be able to damage the player when it's not firing in certain cases.
-On/Off Searchy's player detection light is misaligned.
-Spiked Soccer Ball Jet and Needle Press do not deal damage when time is stopped.
-Enemies standing on Battan can randomly get crushed.
-Battan falling on an enemy doesn't crush it.
-Added Bass's theme from Mega Man 8 as boss music.
-Adjusted timing for ban screen text to ensure that the first message fully draws properly.
-The player can fall through the ground under certain circumstances.
-The player can sometimes not slide, dash or roll on the ground.
-Shooting a Soccer Ball with more than 3 Soccer Balls above it will make the bottom Soccer Ball fly infinitely.
-Moving platforms like Push Blocks on a jumpthrough platform can't be moved by another moving platform going horizontally.
-Added 30XX's main theme as stage music as well as main menu music. How do you unlock it? Try and find out!
-Increased the level upload limit from 75 to 100.
-Added a new example level: SkullSteam Ruins - Zirate Intervention by Objectionable.
-You can now place a Fuse Laser Crawler directly in the editor instead of having them only come out of spawners.
-Due to changing Mole and Molmole patterns to be more accurate to MM2/10 (see below), the Mole and Molmole with their original spawner behavior have been made into new enemies.
-Added a ban screen for when banned people try to log in or host online rooms. They will still have access to the editor despite being banned from online.
-Freeze Man now has his missing time-stopping effect when hit by certain projectiles.
-Conveyor Belts and Moving Cogs now affect Fuse Laser Crawlers. Moving Cogs affect them even on the side.
-Thunder Beam now breaks Super Arm Blocks like in MM1.
-Moles and Molmoles are now less spammy and are more accurate to their MM2/MM10 spawning patterns.
-Fire Wall Modifier can now be set to a specific direction instead of just reversing the direction, allowing for back and forth Fire Walls.
-Acid Drop now has an option to change how soon the acid falls when spawned in.
-Tango's spawning now has unlimited downward spawn range and can be spawned up to 3 blocks above you.
-Bari III (Head) can now activate Astro Buttons.
-You can now bounce on Fuse Laser Crawlers with Top Spin.
-Dark 2 BG 5 has a misaligned column by 1 pixel and a part of it is transparent because of it.
-Mash Burner's jumpthrough solid sometimes does not spawn on screen transitions.
-The warning about the boss not ending the stage when defeated is not shown when the music changing option is enabled.
-Roll Swing only does 1 damage to all enemy projectiles even if charged.
-While holding a Super Arm Block, if you climb a ladder and hold left/right, you will slide horizontally across multiple columns of ladders instead of climbing them properly after the block has been thrown.
-Jewel Satellite does not make an explosion effect when it destroys Hot Dog's fireballs.
-Concrete Platforms recoil more than they should while Time Slow is active.
-When a boss spawns on a moving platform, their starting position can be wrong and make it able to get crushed by said platform.
-Elec'n and its projectiles can't activate Fuse Crosser and Fuse Xtender.
-Electric Gabyoall and its projectiles can't activate Fuse Crosser and Fuse Xtender.
-Electriri activating a Fuse Crosser may crash the game after it no longer collides with the Crosser.
-Reversed Spike Platforms are slightly offset in the editor vertically.
-MM6 Wily 2 Tile 2 (Alt) doesn't have the ice effect.
-Thrown Super Arm blocks and their fragments do not trigger Hornet Rolls from the side like other weapons.
-When standing on a jumpthrough moving platform, the player is not affected by Fans.
-When using Tornado Hold under a Fan, the player can get stuck in the ground and the Tornado Hold effect is cancelled.
-Bounce Man cannot punch Push Blocks upward.
-Sea Mine Spawner's telegraph can flash infinitely after using Time Slow.
-When placing a line of Tsunarattori, only the head bird spawns if the player spawns on the same screen.
-When Splash Woman is out of water, reflecting her falling tridents right as they spawn makes them stay on screen forever.
-When Splash Woman is out of water, reflecting her falling tridents offsets them to the left and doesn't flip them.
-When carrying a Super Arm Block through a screen transition, it does not move alongside you properly.
-Lantern Fish does not spawn Shrinks in certain situations.
-Sniper Armor's jump cycle is faster and does not match MM2.
-Super Arm blocks and their fragments do not trigger On/Off Switches.
-Tango does not stand at the same height as the player.
-Freeze Man's icicles do not destroy all the ice that he makes.
-You can grab an Energy Element while in a Teleporter, potentially resulting in clipping.
-Elec'n does not properly spawn and fall from the top of the screen when in vertically connected sections.
-Elec'n does not properly fall through solids.
-If you set a Music Changer to change on screen transition, enter a Teleporter to a boss room where the boss is set to change music upon death, and teleport back to the original room with the first Music Changer object, the music does not change.
-The jumpthrough solids of On/Off Ladders sometimes do not get removed when turned off from another section.
-Hologran's effect makes Moles and Molmoles invisible.
-Sliding under tiles or spikes while on a jumpthrough moving platform can push you below the platform.
-Landing on another solid when on a solid moving platform may kill the player in certain cases.
-Sliding on a solid moving platform may teleport the player to the edge of the platform.
-If a Fuse Rail is placed in a level, playing it in the editor for the second time may crash the game.
-The player does not activate Bouncy Balls when moved by a moving platform.
-The game may crash when Fuse Laser Crawlers move on a Jumpthrough Platform.
-Various enemies can clip inside the top part of a solid moving platform.
-Napalm Bomb turns around on its own on certain gimmicks.
-On/Off Blocks get stuck mid-animation when you pause or use time stopping weapons.
-Freeze Man does not turn around when walking into the edge of a section.
-The player may get stuck in the ground when climbing down ladders.
-Downward-moving Fire Walls instantly kill certain bosses which spawn from the top of the room.
-Health or Weapon Energy Spawners may spawn items inside Dust Blocks, Chill Blocks, Time Bombs or Flame Pillars.
-When two Push Blocks are stacked on top of each other, if you punch the top one and walk against it, you may be incorrectly crushed by it.
-Brown's sound effect when shooting is missing.
-Teckyun takes damage from a falling Super Arm Block.
-Enemies and bosses surrounded by two Bouncy Balls horizontally may clip inside the ground.
-Enemies and bosses on a Conveyor Belt hitting a Bouncy Ball may clip inside the ground.
-Gravity and Crystal backgrounds' numbers are wrong.
-Enker BG 3 and Enker BG 5 (Alt) have the same icon.
-Tomahawk BG 6 (Alt) is missing parentheses.
-After using the eyedropper tool to copy a plate, using a different plate will show the wrong visual preview.
-Time Bombs are reversed after using the eyedropper tool to copy them.
-Ice Man, Shade Man and Tornado Man are not able to take off when they land on a moving platform.
-Freeze Man clips out of confined areas with Bouncy Balls as walls.
-Bounce Man clips out of small areas when moved up by moving platforms.
-When the player enters a downward screen transition, they can clip inside solids that are two tiles away.
-When the player reflects Splash Woman's vertical underwater tridents, the reflected projectile is offset horizontally.
-When the player reflects Splash Woman's vertical tridents, they don't turn upside down.
-Tango's collision does not match his body size.
-Tango cannot be summoned on Push Blocks.
-Tango can spawn in Push Blocks when right next to them.
-Mole and Molmole Spawners stop spawning moles when the invisible starting trigger (spawner) goes off screen.
-If time is frozen while entering a room, Fire Wave Relocators are not solid anymore.
-If time is frozen while entering a room, Spike Platforms are not solid anymore.
-If time is frozen, the player can activate the Spike Platform, and will turn once time is resumed.
-Multiple Bari III Heads stacked on a moving platform may crash the game.
-Fuse Laser Spawners may desync when a Fuse Laser Crawler coming from another Spawner blocks the spawning spot.
-Super Arm Blocks and fragments can destroy indestructible enemy projectiles.
-Napalm Bomb does not instantly kill Mash Burner despite it being an explosive weapon.
-Boss Doors can still be opened when a solid moving platform is blocking them on the other side, which can lead to clipping or death.
-Oil and Time ladders have (PU) in their name.
-Oil and Time spikes have (PU) in their name.
-Elec'n has a direction option despite it automatically going towards the player when it starts moving.
-The sound effects of Concrete Lift and Sumatran are too quiet.
-The game may crash if the player dies when moving platforms collide with spikes.
-The game may crash if moving platforms are on screen when the level ends.
-Teckyun can be moved and crushed by solid moving platforms.
-Enemies without gravity can be pushed by moving platforms in certain cases.
-Napalm Drill breifly acceleration on spawn.
-Napalm Drill can destroy itself when hitting another solid.
-The player can go through Napalm Drill when standing on it.
-Needle Cannon floats in place instead of moving with enemies.
-Needle Cannon does not fall when the enemy they are attached to dies.
-Mash Burner has topsolid collision visible.
-The game may crash under certain conditions when the player dies while a moving platform is on screen.
-Wood Man (Mega Man 8) as a boss theme may override the Mega Man 8 midboss theme for levels made in previous versions.
-Player can get crushed by moving platforms while in a Teleporter.
-Enemies and bosses don't get pushed or crushed by moving platforms on a conveyor.
-Bosses can't get pushed or crushed by moving platform in general in some case.
-Added proper difficulty settings to Wily Challenge.
-Added the missing Wood Man (Mega Man 8) boss music. Nice.
-Blast Man has been improved to be more accurate to his source game behavior.
-Bounce Man has been improved to better bounce off walls and be more accurate to source game behavior.
-Wily Challenge's 'Minimum quality' option has been replaced by a double slider, allowing you to define a range of desired qualities.
-Splash Woman now has a short wait time before being able to spawn fish again when surrounded by walls.
-Freeze Man's editor mask has been changed from 2x3 tiles to 2x2 to better reflect his actual size.
-Bunby Catcher will now turn invisible while the player is inside a Teleporter.
-Item-3 can now carry Push Blocks.
-Item-2 can now move Push Blocks, even if the Push Block is not on top of it.
-Hologran now has a small buffer at the end to better allow for a continuous effect while moving vertically between multiple projectors.
-Hologran's effect will stay while time is paused even if there are no projectors in view.
-Quick Man now has a delay when he runs into a wall to reduce his difficulty.
-When creating a new account, you can now continue offline before entering your email.
-Updated Cut Tile (PU).
-Updated Bass's Rotating Platform animation.
-General moving platforms enhancements, including Push Blocks being able to carry other Push Blocks while moving.
-Kaona Geeno's head falls straight down when it is killed outside of its activation range.
-You can enter the online menu with an incorrect password.
-After being destroyed, ?-Tanks may leave their collision behind when restarting a level.
-When playing a level online, then loading a level in the builder, the music is overwritten by the music from the online level.
-If up, down or start is mapped to a letter key, said letter cannot be used when writing a message for a level report.
-Ice Slasher's and Freeze Cracker's sparkle effects are drawn behind Rolling Drills.
-When building a level containing Rain, if you load a different level, said Rain is sometimes not deleted properly.
-Gockroach S cannot walk on jumpthrough platforms.
-Gockroach S cannot land on a jumpthrough platform while flying.
-Gockroach S can get stuck on corners.
-Weapons such as Dive Missile, Super Adaptor and Hornet Chaser home in on Acid Drop.
-Pile Driver destroys Flame Pillars when charging through them.
-Enemies do not create their explosion effect when crushed by a player-made Super Arm block.
-Bounce Man's trail does not spawn and he does not rotate when using Speed Gear from bouncing after grabbing a wall.
-When the player stands on any jumpthrough moving platform, it can get unstable when hitting walls and make the player fall off it.
-The description for Key Door does not fit in the description box.
-Splash Woman stops spawning fish after her first attack if she stays in water.
-Splash Woman does not always enter her attacking phase after entering water.
-While targeting the player with tridents, Splash Woman may summon fish when reaching a wall.
-Splash Woman sometimes delays her attack while targeting the player.
-When the player is pushed into a ceiling by a jumpthrough moving platform, they may get stuck in the ceiling.
-When the player is on a conveyor and under the oil effect, they can clip inside walls.
-Tornado Hold's projectile sometimes can and sometimes cannot land on a Rotating Platform.
-Bunby Catcher may not respawn after going off-screen and after the player takes a Teleporter to another room.
-Submarine Flier may become invincible after the player leaves the room with a Teleporter.
-When Brown is out of his barrel, the barrel doesn't deal damage anymore.
-When set to infinite range, after respawning, Bunby Catcher lets go of you when hitting a wall if he had let go of you prior.
-When set to infinite range, Bunby Catcher can let go of the player after they use a Teleporter many times.
-When set to infinite range, Bunby Catcher can let go of the player after they grab onto a ladder multiple times.
-Needle Cannon does not stick to Crunch Don's hammer to do damage over time.
-After bouncing upwards on a moving platform, Mash Burner accelerates very fast and despawns.
-Freeze Man gets softlocked when hit by an ice weapon while bouncing on springs if it is not set as a weakness.
-When moving bosses when multiple are placed in a room, it is possible to crash after loading the level from the editor.
-Boss projectiles which petrify, solidify, or freeze the player from Shade Man, Concrete Man, and Freeze Man cause the player to act abnormal when sliding in 1-tile-tall areas when affected.
-Items may drop when Jewel Satellite kills Hot Dog's fireballs.
-During Time Slow, when a Teleporter spawns in after a boss is defeated, its animation loops indefinitely.
-Magma Generator beams are destroyed when solidified and then having Wind Storm used on them.
-While bouncing on springs, if Bubukan's pole vaults into a low ceiling, it clips off screen.
-While bouncing on springs, Spring Man can clip into ceilings when jumping.
-When using Roll's spinning broom attack midair it sometimes does a ground attack right after.
-When the player stands on the edge of a moving platform, they can sometimes fall off.
-When a player slides into two stacked character capsules set to Roll, it can cause her to use the wrong graphics when the slide is stopped.
-Super Arm cannot be spawned over Quick Lasers or Fuse Lasers.
-The On/Off editor icon's number does not match the default number it has when placed down.
-Super Ball Machine Jr.'s projectiles can pass through solid tiles if they hit them at a corner.
-When standing on a Mash Burner bouncing on springs, if its flame is out, you can get hit.
-Tango Jump does not jump up after being airborne.
-When a Mash Burner is standing in Oil, said Oil is ignited and then put out again, the Mash Burner's solid collision gets misaligned.
-Under certain situations, more than 10 bosses can spawn in one section.
-Hologran's hologram effect despawns when you scroll the screen while time is stopped.
-Levels from version 1.4 and earlier do not properly load the boss music changer setting, causing the stage to not end.
-Roll's mouth has the wrong shade of red while using Scramble Thunder.
-If a moving platform is moving down and time is stopped, the platform keeps its momentum. This causes the player to be pushed downward when they collide with the platform's ceiling.
-Pre-1.5 Teleporters create a lot of lag.
-Quick Man's boomerangs stay in place when reflected.
-Freeze Man clips in 2 tile high areas when jumping.
-If a Fuse Crosser activates a second Fuse Crosser, this second Crosser stays active indefinitely.
-Increased the level upload limit from 50 to 75.
-Bunby Catcher will now alert the player one second before letting them go.
-Bunby Catcher now has 3 distance options and an infinite one. When set to infinite, Bunby Catcher will let you go after 8 seconds of not moving horizontally.
-Super Arm blocks can no longer be picked up while on ladders.
-Hornet Roll's slippery effect has been reduced by 15%.
-Freeze man now has his missing icicle patterns when he's near the edges of a room.
-Fixed various issues with enemies and bosses on Jumpthrough Platforms and jumpthrough moving platforms.
-Users with characters from a non-Latin alphabet in their Windows username are unable to play levels online.
-The random level option often does not load the level card correctly.
-You can sometimes clip into the ground while being carried by Bunby Catcher.
-A moving Push Block can clip the player into a wall while jumping instead of crushing the player.
-When the player lands, the landing sound effect sometimes does not play.
-Breaking out of Freeze Man's ice can cause a crash.
-Electric Gabyoall crashes when it does not find ground under it in that section.
-Electric Gabyoall crashes when its electricity despawns from moving out of view.
-Bomb Fliers cannot set a direction with the editor arrows.
-When you're attached to Bunby Catcher, if a solid platform pushes you into a wall, you can clip into it.
-When on jumpthrough moving platforms, Soccer Ball Jet can't take off after being shot and stays in its flying state.
-When sliding under a tile and over a conveyor, the player can clip into the wall.
-When using Oil Slider, the player can clip into certain objects like Key Doors and Time Bombs.
-Using Spark Shock on Bombiers causes a crash.
-Spark Shock's stun effect resets position when it kills a Lyric.
-Downward-facing Fans can clip the player inside the ground.
-Redirecting a Fire Wave with Shine and hitting an enemy crashes the game.
-Super Arm blocks can be picked up and instantly thrown from ladders, causing you to slide off of them.
-Hornet Roll's slippery effect can clip the player inside the wall.
-Jewel Satellite reflects off of Jumpthrough Platforms.
-TNT's visual is wrong when using the Eyedropper Tool.
-Roll's Broom can cause a crash when killing bosses when their weakness is set to it during their intro.
-Bosses can take damage during their intro.
-The player can become invincible when attempting to spawn an 11th boss when you already have 10 on screen.
-Roll dies when spawning on spikes instead of getting the invulnerability frames.
-You can stand on the left edge of a Splash Platform while it's inside the wall.
-Acid Drop spawner creates an endless stream of drops when killed by a Fire Wall.
-Top Man's top projectiles get stuck when Time Slow runs out as they are about to move.
-On/Off Switch can be hit by weapons when it is not in the same section as you.
-Top Lifts spawner can spawn tops for a section it's not placed in.
-Magma Beams cause players to jitter when they jump on them when solidified at times.
-Super Arm blocks despawn when falling on another block of the same type with enough speed.
-Player can easily clip into various moving platforms and walls under certain conditions.
-Battan doesn't carry the player when moved by Conveyor Belts.
-If a Bunby Catcher faces left, it travels more distance than when it faces right.
-Acid Drop dropping on a jumpthrough moving platform going down never stop falling.
-When the player stands on any solid object, they sometimes can't climb a ladder from the ground.
-Splash Platforms become invisible, return to spawner and keep pushing while invisible when you leave and return to a section where they were active.
-Fuse Rail's animation can desync from one rail to another.
-Time freezing weapons don't completely stop Splash Woman's movements when set as a weakness.
-You can enter the online menu with an incorrect password.
-You cannot use the Server Lobby feature in online building.
-Keys are reset after the player dies or restarts from checkpoint.
-Fuse Crawler doesn't bounce correctly on a Bouncy Ball on the ceiling in a certain pattern.
-Fire Wall Modifier options have unused arrows.
-Super Arm blocks and fragments do not crack or break Ice Blocks.
-Centaur Flash can make you permanently invincible.
-Soccer Ball Jet can't be hit by a Punch Block after flying once.
-A crash can occur if you return to editor at the same moment Mega Man dies with Fuse Rail on your level.
-When time is stopped, Splash Woman doesn't freeze completely if set to weakness.
-When falling on the corner of a Conveyor Belt, it pushes you to the edge.
-Push Block pushed by another moving platform can clip inside another Push Block.
-Battan can get stuck in ladders and Jumpthrough Platforms while jumping.
-Enemies and bosses can fall off moving platforms going up and down.
-Enemies and bosses fall of Crash Lifts moving horizontally.
-Increased the level upload limit from 30 to 50.
-You can now continue offline after creating an account, temporarily bypassing the activation email.
-Fuse Laser Crawlers can now jump from a Spring or a Bouncy Ball.
-Fuse Laser Crawlers are now pushed down by a Bouncy Ball when moving on a ceiling.
-Fuse Rail now electrifies Spring Man when he is in contact with it.
-Changed Fire Wall Modifier's icon.
-Changed Fire Wave Spawner's icon.
-Super Arm now defuses Blast Man's bombs on contact.
-The eyedropper tool now copies the 'Weapon' attribute from Weapon Blocks and Barriers.
-Various bosses and enemies have issues with Jumpthrough Platforms and ladders.
-Fuse Crawlers may fall when reaching corners.
-When a ladder is above a Jumpthrough Platform, you can climb downward through the platform.
-When shooting Freeze Cracker while being between two walls with one tile of space, the projectile is teleported outside of the wall.
-Fuse Crawlers may crash the game when the player enters a section.
-Splash Woman's fish drop pick-ups.
-Splash Woman's fish are invulnerable after being frozen.
-While Splash Woman is at the top of water, she may sometimes move away from the player rather than targeting them.
-While Splash Woman is on land, if you stand right under her, she will turn around rapidly.
-Crash Man does not jump when Roll's charged broom is released.
-Splash Woman falling on Jumpthrough Platforms and ladders sometimes plays the falling animation twice.
-10 out-of-water Splash Women singing at the same time may crash the game.
-Super Arm blocks and fragments can kill Flame Pillars, Elec Beams and Fire Beams.
-When moving a Fuse Laser Exit, it sometimes resets its angle.
-When spawning, Fuse Laser can damage you from the opposite direction it spawns.
-When ending a Dodge Roll while Centaur Flash is active, its invincibility ends prematurely.
-Punching a Soccer Ball with the Power Adapter can lead to a crash.
-Bunby Catcher can get you stuck against a wall.
-Bunby Catcher can make you clip into a wall.
-BushBacon's example levels have inconsistent profile icons.
-Super Arm's description has a grammatical mistake.
-On/Off Switch Timer does not count down properly during Time Slow.
-Yamato Spear does not have a description.
-Push Blocks and Soccer Balls that are next to each other can kill you if you stand between them while they move up.
-Hologran causes a crash if the player is dead when it activates.
-The disclaimer shows 2020 for Capcom's copyright year.
-If a Jumpthrough Platform is placed two tiles above a ladder, and you climb to the top of the ladder, you teleport on top of the Jumpthrough Platform.
-Rolling into Oil Slider with Dodge Roll makes you permanently invulnerable.
-Rolling into a Teleporter with Dodge Roll lets you keep your gray outline.
-Super Arm blocks break ?-Tanks when held by the player.
-Super Arm blocks kill Astro Man's projectiles, causing a crash.
-Atomic Chicken can clip out of small 2-tile wide areas.
-If Brown falls into a pit, he respawns instantly.
-While bouncing on Bouncy Balls, Brown can crash the game during a screen transition.
-Super Arm destroys indestructible projectiles.
-Using Mirror Buster from Command Selection causes the slide to lock up after you use it.
-As Roll with Dodge Roll enabled, sliding with Mirror Buster makes you invulnerable.
-Scworm can be hit by Mega Buster projectiles at ground level.
-Fork Block doesn't reset its pattern properly when respawning.
-Spike Platform doesn't reset its pattern properly when switching sections.
-Soccer Ball Jet absorbs certain piercing projectiles.
-Scrolling through the music list on the same frame as switching to a different tab (game) may crash the game on certain tabs.
-If you continuously perform short hops on a Cossack Platform, it may rise while standing on it.
-When dying while uploading a level, one may briefly get a 400 error message.
-Bass does not play his Thunder Claw swinging animation correctly.
-Crystal Switches that are placed slightly outside the section may still count down.
-Spark Shock's description mentions an incorrect amount of projectiles that can be on-screen at a time.
-Moving platforms can clip you on top of them when colliding with them on the sides.
-When Battan is pushed by a Rolling Drill and the player is pushed by Battan against a wall, it doesn't kill the player.
-Soccer Ball Jet can't lift Super Arm blocks created by the player.
-Steam can appear on Super Arm blocks created by the player if placed in the air.
-One may very occasionally receive a 'The host has banned you from the room' message upon dying on an online level.
-Push Block, Battan and Soccer Ball Jet can clip the player into a wall when pushed by another moving platform.
-Stacking multiple Soccer Ball Jets and making them go off-screen can crash the game.
-You can stand on Spike Platforms when the spikes are on the top after turning them around from the sides.
-Electric Gabyoall does not spawn if placed in a section the player doesn't start in.
-Destroyed Fuse Crossers and Xtenders can still block Fuse Lasers.
-Splash Woman doesn't stop moving horizontally when getting out of water while attacking with her trident
-The descriptions for Key and Key Door display the wrong maximum number of keys you can hold.
-When on/off ladders are turned active, you zip to the top of the on/off ladder.
-Roll makes her debut as a playable character!
- She can use her trusty Broom to attack and perform combos.
- She has the optional abilities to perform an invincible dodge roll and charge her broom attacks.
- Her animal friends Tango and Beat replace Rush Coil and Jet, respectively, and come with their own unique behavior.
-The much demanded Music Changer has been added, allowing you to change the level music mid-way through the level. You can do this using a stand-alone object or after a boss is defeated.
-The server code has been rewritten. This brings with it the following new features for the online mode:
- Level upload limit changed from 20 to 30
- Significantly faster load times in the online menu
- More level list sorting options
- Improved level searching functionality (read more here: https://api.megamanmaker.com/level/search/help)
- Scores are now split into upvotes and downvotes
- The ability to report levels
- The ability to reset your password. Please note that you need to register your email for this to work
- Improved randomness for Wily Challenge
- New options for Wily Challenge: customizable amount of lives and minimum level quality
- Difficulty tracking for levels; this will later be utilized for Wily Challenge
-New bosses:
- Fire Man
- Quick Man
- Yamato Man
- Freeze Man
- Splash Woman
- Strike Man
-New enemies:
- Telly Spawner (non-solid)
- Pipi
- Pipi Spawner
- Mole
- Mole Spawner
- Lantern Fish
- Scworm
- Atomic Chicken
- Atomic Chicken Spawner
- Sniper Armor
- Nitron
- Elec'n
- Bomb Flier
- Hologran
- Giant Springer
- Electric Gabyoall
- Ladder Press
- Helipon
- Ring Ring
- Battan
- Sea Mine
- Sea Mine Spawner
- Ratton
- Sumatran
- Bombier
- Jet Bomb
- Cocco
- V
- Hotchkiss'n
- Molier
- Submarine Flier
- Propeller Eye
- Skull Walker
- Brown
- Bunby Catcher
- Searchy Spawner
- Returning Machine Gun Joe
- Neo Heli Metall
- Molmole
- Molmole Spawner
-New weapons:
- Super Arm
- Bubble Lead
- Time Stopper
- Spark Shock
- Dust Crusher
- Gyro Attack
- Napalm Bomb
- Centaur Flash
- Yamato Spear
- Freeze Cracker
- Triple Blade
- Solar Blaze
- Command Selection
-New gimmicks:
- Super Arm Block
- Fire Wave Spawners (solids and edges)
- Fire Wave Relocator
- Fire Wave Shaft
- On/Off Switch
- On/Off Switch Timer
- On/Off Block
- On/Off Spike
- On/Off Ladder
- Acid Drop
- Needle Press
- Top Lift
- Top Lift Spawner
- Fork Block
- Steam
- Plantform
- Spike Platform
- Ice Wall
- Splash Woman Platform
- Concrete Lift
- Hornet Roll
- Jumpthrough Platform
- Soccer Ball Jet
- Fire Wall Modifier
- Bouncy Ball
- Fuse Rail
- Fuse Crawler Spawner + Exit
- Fuse Crosser
- Fuse Xtender
-New pickups:
- ?-Tank
-Added many backgrounds, tiles, ladders, spikes and water from Mega Man 1-11, as well as from Mega Man Powered Up.
-Added 8-bit renditions of the soundtrack from Mega Man: The Wily Wars.
-Added the following music: Mega Man 2 Wily 6, Robot Museum (Mega Man 7) and Kaze Yo Tsutaete (Roll's theme).
-Added the following boss music: Robot Master (Powered Up), Robot Master (Wily Wars), Wily Boss (Powered Up), Wily Machine (Powered Up), Bass (Mega Man 7) and Cut Man (Mega Man 8).
-Added new profile icons based on Roll's costumes from Mega Man Powered Up.
-You can now record GIFs in-game by pressing F7. You can stop recording by pressing F7 as well. GIFs are saved in %localappdata%/MegaMaker/GIFs and cannot exceed one minute in length.
-Keys and Key Doors can now take one of four colors. Unlocking a colored Key Door now requires one or more keys of that specific color.
-When playing a level online, the pause menu now shows its level ID.
-Push Block now comes in various colors.
-You can now put Petit Snakey on ceilings.
-You can now set Chill Blocks as damaged on spawn as an option.
-You can now set Oil in the fire state as an option.
-You can now change the speed of the Spinning Wheel.
-You can now set Electro Guard to face both directions.
-You can now set Searchy to use On/Off variants.
-You can now set Rain to use the Mega Man 4 Rain visual.
-Added new Game Over quotes to Wily Challenge.
-New example levels: Mecha Cavern Canyon by Mad Man, Wall Kicks Will Work and Blast from the Past by BushBacon, SkullSteam Factory, Scorchthaw Summit and Wily Airlines - Disaster Transport by Objectionable and Better Together by Objectionable, Meka, BigMaster and Mad Man.
-You can now hold 99 keys of one color at once, as opposed to 7.
-Keys are now shown on the top right of the screen instead of next to the health bar.
-The Eyedropper tool (activated by holding Alt) now copies the properties of the selected asset. To use the old behavior, hold Shift while copying the asset.
-Giree spawners now alert you before spawning the Giree with a little light effect.
-You can now skip the Wily Challenge intro by pressing jump, pause or Enter.
-Shell'n projectiles now put out fire from Oil.
-Time Bomb and Jet Platform now show numbers on the sprite in the editor.
-Updated the profile icons for Block Man, Blast Man and Bounce Man, Impact Man and Torch Man.
-Updated the example level Obligatory Boss Rush with Roll and multi-key doors.
-Improved the stability of moving platforms.
-Decreased the likelihood of clipping into walls in various instances.
-In the online menus, one may occasionally come across an 'Undefined response from server' error.
-In the online menus or Wily Challenge, the game may occasionally freeze when trying to communicate with the server. Most of these should no longer happen.
-When accessing the online menus, or when closing the game, the game may crash with a 'Data structure with index does not exist' error.
-When moving a screen containing Crash Lifts, then playing the level, the game may crash.
-Ring and Dive BGs are in the wrong order in the asset list.
-In the online level menu, once a button on the bottom has been selected with the keyboard or controller, clicking a different button will bring up the wrong menu.
-Various enemy projectiles can be frozen by Ice Slasher but do not stop moving.
-Shade Man cannot destroy Noise Crush Weapon Blocks or Barriers.
-When a Fire Met is placed under or over oil, said oil is set on fire while it's despawned.
-When moving toward their destinations, Rotating Platforms and Footholders end at a slightly different position than they should.
-Thunder Wool can crash the game under specific circumstances.
-Placing conveyor belts on the very left or right of the level causes a crash.
-If Bass fires a weapon, then switches to Bass Buster immediately after, he does not aim his arm correctly.
-Brain Break removes Pile Driver's hitbox, causing the weapon to sometimes not hit it or other enemies.
-When Time Slow is active, Concrete Man jumps less horizontal distance than normal.
-Magnet Man's magnetizing animation does not slow down during Time Slow.
-During Time Slow, Magnet Man jumps less horizontal distance than normal and is unable to fire his second Magnet Missile.
-If Ice Man ascends during Time Slow, he does not shoot his second Ice Slasher.
-When standing on a jumpthrough solid while overlapping another jumpthrough solid, the player gets stuck in a constant jumping state.
-Crash Lift rails may sometimes autotile incorrectly.
-Enemies jumping on stacked jumpthrough solids may fall through the lower platforms.
-If Bass uses Treble Boost in a slot that contains Power Adapter for Mega Man, then touches a Yashichi, the Yashichi does not refill his weapon energy.
-When entering a search term on the online level list, you can still press left or right to scroll through it. If left and/or right are mapped to letter keys, this may trigger while typing.
-In the tutorial, when you are asked to enter a level name or to save your level, you can still click other icons in the toolbar, some of which leading to a softlock.
-Danger Wrap does not explode upon hitting a destructible enemy projectile.
-Hot Dog sometimes shoots too many fire balls when respawning.
-Yamato Spike (alt) faces left instead of right when placed against a left wall.
-Spine, Garyoby and Cyber Gabyoall move in the wrong direction when placed on a Sheep Block.
-Bokazurah's projectiles cover less distance during Time Slow.
-Hard Man's jump covers less distance during Time Slow.
-Destructible enemy projectiles can absorb Danger Wrap's explosion.
-If Gyoraibo touches a solid moving platform while it is shooting its missile, the game will hang.
-Water Wave cannot douse Oil below it if shot from far away.
-If you change weapon while holding out Mirror Buster, you keep holding out your buster while sliding.
-Crunch Don's hammer breaks apart Jewel Satellite when hit.
-Cyber Gaboyalls are stopped by the player's held Mirror Buster shield.
-Laser Trident does not properly show up behind certain objects such as plates and Yoku Blocks.
-Mirror Buster's cooldown after reflecting an attack is faster than in MM10's version.
-Tornado Blow does not spawn two tornados properly.
-Due to the above, Tornado Blow has a shorter time when the player has lowered gravity.
-Enemy projectiles do not play the explosion effect or enemy hit sound when killed by shield weapons such as Leaf Shield, Skull Barrier, Star Crash, and Plant Barrier.
-Water Shield does not pop when it hits a protected enemy or enemy projectile.
-Health items can refill your health after you reached 0 hp and died, keeping you alive through certain instant death cases if collected on the same frame.
-When scrolling a Gockroach S Nest on-screen during Flash Stopper, its solid collision may not appear.
-Sola 0 can fall through jumpthrough platforms.
-Fire Wall can kill bosses before they spawn.
-Fire Wall can kill bosses outside the current section.
-When jumping off-screen, Anti-Eddie is still affected by springs.
-Joe Classic's grenades may clip if thrown close to a wall.
-If a Life is carried by an item-grabbing weapon and the player switches weapons, the Life may render incorrectly.
-Hot Heads may clip when turning around near walls.
-If the player dies during a boss intro, and the boss is playing the Mega Man 8 boss intro theme, the boss theme will still play when the boss fight starts.
-In the editor, Weapon Blocks/Barriers set to Proto Jet will appear as Rush Jet.
-While using Perfect Freeze, if you keep holding the shoot button after a boss is defeated, the sound will keep playing.
-Wall Teck always starts moving down when loaded in from a disconnected screen.
-If Concrete Man touches his own Concrete Shot block and a Spring at the same time, he may clip downward.
-If a Spring bounces Wood Man close to a ceiling, he may clip.
-Wood Man does not end his jump when landing on a Spring.
-Crystal Man's health bar color is different from how it is in Mega Man 5.
-Brain Break rapidly turns around on jumpthrough or moving platforms.
-Tsurannatori groups up incorrectly.
-Significantly reduced lag when building large levels online.
-Crabbot starts moving in the wrong direction. The fix for this does not apply to levels made in previous versions.
-Mechakkero moves in the air even when not jumping. This can result in collision problems. The fix for this does not apply to levels made in previous versions.
-Mash Burner on connected screens can respawn with the wrong sprite when walking.
-Kaona Geeno's head will fall off when teleporting into a section above you.
-Mash Burner reacts improperly when hit and killed by ice weapons.
-Horizontal Time Bombs appear to block water in the editor whereas they don't in-game.
-When a Bari III head is near the top of the screen and you screen transition downward, the head may crush the body pieces below it.
-Big Fish reflects its weaknesses when frozen by Ice Slasher.
-When screen transitioning on top of a Sheep Block, it may fail to make surrounding blocks disappear.
-Mash Burner does not explode into flames when hit by shockwaves of explosions or certain explosive weapons.
-Kakinba Tank will shoot multiple projectiles when time slow is used.
-Jewel Satellite's reflected projectiles do not break weapon blocks of same type, dust blocks or chill blocks.
-Shine makes you take no damage from being hit by Bounce Man's fists.
-Bounce Man's body parts when split by his weakness no longer get destroyed by charge kick.
-Bounce Man's body parts when split get destroyed by weapons such as: Charge kick, top Spin and Oil Slider (when riding it).
-Wheel Cutter is 1 pixel away from the wall when climbing by itself.
-Proto Man's shield reflects Electriri's electric barrier.
-Mash Burner does not spawn his topsolid and flame when transitioning the screen while Flash Stopper is activated.
-Mash Burner does not properly go in the set direction when walking right after being killed by Flash Stopper and reentering the screen.
-The horizontal position that Pile Driver sends you back to upon hitting a wall is slightly inconsistent.
-Recents selection wheel will display Mets in empty sections which have yet to be populated.
-2x1 Weapon barriers do not update their colours when switching characters when the buster is the selected weapon.
-The animation of Hot Dog's fireballs is unaffected by Flash Stopper and Time Slow.
-Endless water 2 and 3 descriptions are swapped.
-Kaona Geeno's head teleports to its starting position if it falls after spawning.
-Wheel Cutter stops early while riding it for solid collision and key doors leaving a space between the ceiling and mega man's head.
-Wheel Cutter has a strange jitter when standing half on a solid and half on a ladder when trying to climb up a wall.
-Weapon locking does not work for Multi Bosses when the first placed boss does not drop any weapon.
-Level Card boss icon is wrong when: Sheep, Pump, Blast or Bounce Man are the last boss in a stage after removing another boss.
-Objects which reflect player projectiles reflect Mirror Buster instead of creating a projectile.
-Mirror Buster creates a projectile for projectile explosions.
-Crystal Eye does not make projectiles when it hits Crunch Don's hammer hitbox.
-In the editor, water appears to go through conveyor belts, whereas it does not in-game.
-When hosting a large level in multiplayer editing using the Direct IP method, it may overload the network socket and disconnect newly joined players.
-You can now ban players from your Server Lobby room. This can be done in the player list, but only if you're hosting the room.
-A frozen Fire Wall now flashes shortly before unfreezing.
-Gave Big Fish his original sprite as an alternate skin.
-Updated the internal workings of the Server Lobby system. OLDER VERSIONS MAY NOT BE COMPATIBLE WITH THE SERVER LOBBY ANYMORE - make sure to update!
-Before kicking or banning a player from your Server Lobby room, the game will now ask for a confirmation.
-When joining a Server Lobby or Direct IP room, you will now receive the same welcome and 'Press T to chat' messages as when you host one.
-Kaona Geeno will magically pull a second head out of thin air to throw at you when you destroy the first head.
-Wheel cutter does not destroy weapon blocks or dust blocks when climbing walls with walls on both sides.
-When moving a Moving Elevator horizontally, scrolling it off-screen, then coming back to it, the respawned elevator will keep its previous horizontal momentum once activated.
-If Fire Wall kills a boss before it finishes its intro animation, Mega Man becomes invulnerable to most hazards.
-If you are in a room with Quick Laser spawners and teleport to another room on the same vertical height, it is possible for the Quick Lasers to spawn in the new room and eventually lag the game.
-Ballade Cracker reflects off shielded enemies instead of exploding.
-Blast Man keeps running into edges of sections if there are no walls there and his AI is stuck.
-Bounce Man doing ground pounds near walls will have him clip if there is a ceiling above him.
-Water Shield pops more than one bubble on weapon blocks/barriers and can lock up the spread of the shield.
-Chill BG 1 has a few missing pixels in the bottom right corner.
-Scramble Thunder vanishes if it hits a thick ceiling with a non connected room above it.
-Mega Man 10 Endless Tile 9 description is improperly spaced.
-Blast Man's projectiles freeze whenever Flash Stopper is used regardless of if it's his primary weakness or not.
-Crunch Don hammer hitbox gets reflected by Proto Man's shield.
-Sometimes, when entering an invalid room ID on the Server Lobby room list, the game will prompt you for a passcode.
-Certain objects appear to not block water in-editor, whereas they do in-game.
-MM3 Wily 2 BG is broken from 1.6.1.
-MM3 Wily BG 2 is now visible in the BG editor UI.
-MM10 Endless 30 tiles are added.
-The disclaimer lists 2019 as Capcom's copyright year rather than 2020.
-You cannot join a locked multi-editing room by entering the ID.
-In multi-editing rooms with editing disabled, you can open the weapons and music menus using the keyboard shortcuts.
-In multi-editing rooms with editing disabled, you can toggle a section connection.
-Pile Driver can clip you through walls if you hit something close to a ceiling.
-Jewel Satellite deflects off various objects, such as Force Beams, Rotating Platforms, Sheep Blocks and various other gimmicks.
-Wheel Cutter stops you from moving upward when a gimmick is above you.
-Wheel Cutter does not climb up objects when they are resting on an Astro Gate button.
-Wheel Cutter stops you riding up when under a Foot Holder.
-If multiple Spring Men are placed in a level, they will fail to perform their jumps correctly and get stuck in walls.
-When freezing a Fire Wall with Flash Stopper, then scrolling the screen, the Fire Wall does not move along with the camera.
-If Fire Wall kills a boss while they are in their intro animation, the game crashes.
-The Moving Elevator Vertical Stop would be drawn over tiles if the game spawned them in a certain order.
-Descriptions for Wily Ladder 27 and 28 are swapped.
-Magma Beam Generators placed on a top of the screen will play their sfx on the above non connected screen.
-Water Shield absorbing Astro Man's projectiles can crash the game.
-Bokazurah directly placed on springs will crash the game when played.
-Bounce Man performing his ground pound when the player is dead causes the game to crash.
-Descriptions for Torch BG and Torch BG 2 are swapped.
-You can now build levels with other people online!
- Build with up to 8 players at once
- Create and search rooms on our server using the Server Lobby, or create your own server using Direct IP
- Secure your rooms with a password
- Allow players to edit your level, or only view and play it
-New bosses:
- Sheep Man
- Pump Man
- Blast Man
- Bounce Man
-New enemies:
- Cargou Q
- Kaona Geeno
- Pointan
- Sola 0
- Oshitsu Osarettsu
- Numetall
- Merserker
- Bari III head + body
- Mecha Pitchan
- Searchy
- Electro Guard
- Electriri + spawners
- Pipetto
- Anti-Eddie
- Air Stone/Fire/Nut
- Mash Burner
- Crunch Don
-New weapons:
- Thunder Wool
- Commando Bomb
- Water Shield
- Wheel Cutter
- Mirror Buster
- Screw Crusher
- Ballade Cracker
- Bounce Ball
- Pile Driver
- Scramble Thunder
-New gimmicks:
- 2x1 Weapon Barrier
- Horizontal Key Door
- Moving Cog
- Sheep Block and Spike
- Ice Block
- Moving Elevator
- Moving Elevator Vertical Stop Line
- Spinning Wheel
- Chemical Solution
- Fire Wall
-Added many tiles and backgrounds from several Mega Man games, including 10 and 11.
-Added new ladders, spikes, plates and water variations.
-Added new music from Mega Man 10 and Mega Man 11, as well as Duo's theme from Mega Man 8.
-Added three additional editor themes to choose from.
-Added a recents selection wheel similar to the favorites selection wheel. Activate this with Shift + Tab.
-In the editor, when hovering over an icon in the orange menu, a short description of this icon is shown.
-Added two new skins for the Conveyor Belt.
-Added profile icons for the robot masters of Mega Man 10 and Mega Man 11, as well as Mega Man's mugshot from Mega Man 11.
-Metal Man now has an option to allow for periodic flipping of the conveyor belt directions during his boss fight.
-Added the two winning levels from the Mega Man Maker Level Creation Contest 2019 as example levels: Climate Man by King WoWoWood and Wily Public Works by ilysm.
-Added three additional example levels: Blast Man's Hot Cave, Green Heaven and Wind City by AwaggKing and Ride it Right and Icy Parkour by Meka.
-Added the example level Developer Challenges by Goldstorm, AwaggKing, TimeLink, LF222, Elevenstorms, snoruntpyro, NMario84, Meka, Mors and Luigi1000 - made using multiplayer editing!
-Improved the visuals and stability of the auto-updater. Keep in mind that this does not apply when updating to 1.6 from a previous version.
-Updated Yamato BG 3 Alt's asset icon to match Yamato BG 3's.
-Updated the Obligatory Boss Rush level with the new Robot Masters.
-Rain Flush cannot destroy destructible enemy projectiles.
-Attempting to grab a ladder that has an Astro Gate on top of it can make you clip.
-When clearing a level on a horizontally connected screen, rain visuals sometimes disappear.
-When spawning a Mega Ball inside a solid moving platform, it sometimes spawns on the other side of it.
-Concrete Man sometimes falls through jumpthrough platforms, like ladders or Footholders.
-Certain weapons, like Mega Buster and Mega Ball, can slightly overflow their ammo count when using an M-Tank under specific circumstances.
-During a screen transition, water under ceilings reveals its top layer.
-Improved stability of boss weapon drops.
-Flame Man's sprite for standing and first frame of shooting has some missing pixels for his hand.
-Changing the direction of a conveyor belt in-editor has a slight delay before the other conveyor pieces are affected. This can have weird side effects.
-The hashtag sign in a Wily Challenge game over message is incorrect.
-Destroying a Dust Block or Pole Egg below water, with a solid, non-tile object below it, will cause the water to stop flowing through this object.
-If Bass fires his buster during Treble Boost, his back flames don't animate.
-Spring Man can be magnetized before his fight starts.
-Jewel Satellite projectiles which are outright destroyed do not have explosion effects to show that.
-Jewel Satellite does not apply the right speed to a reflected hammer by Hammer Joe when reflected up close.
-Concrete Shot does not turn into a block when touching a jump through platform.
-Water sometimes doesn't tile correctly when a section becomes used or unused, or when its connection type is changed.
-Boss doors connecting vertical sections will stay locked if you fight another boss earlier on in the stage and have a boss suppressor on the screen where the vertical section goes to.
-Clicking OK on certain message boxes in the editor will immediately place your selected asset.
-Wood Man's falling leaves do not get removed when he is defeated.
-Metal Man will still take extra damage from Metal Blade if it is selected as a weakness, but that weakness is disabled.
-Ring Man will not throw his 2nd ring while jumping when using time slow.
-Ring Man gets stuck on springs not being able to do anything.
-Mega Man using the Jet Adapter gets stuck flying up when hit by Concrete Man's Concrete Shot.
-Mid-Bosses use wrong explosion effect when killed by Hornet Chaser.
-Water columns mysteriously breaks when Dust Blocks are destroyed with an Astro Button under them.
-Fighting Hard Man or Grenade Man at the very top of the level can crash the game.
-Blocky will phase into ground when they walk into a formed concrete block.
-Wily Challenge should now be less likely to hang upon a failed connection.
-Hammer Joe's projectile's animation is not affected by Flash Stopper or Time Slow.
-Rush Coil and Treble can get stuck in ceilings under specific circumstances.
-During Astro Man's intro, if you scroll him off-screen by falling down far enough, the game may softlock.
-Moved Concrete BG 3 (Alt)'s waterfall one pixel to the right, to make it align better with the tile grid.
-The tip-toe movement works differently from how it did in previous versions.
-Moving a Rain spawner to the top-right of a section can crash the game.
-Moving Rain to another section does not destroy the Rain graphics in the previous section.
-Brain Break's first form is immune to Flash Bomb.
-The Time Slow clock graphic overlaps the life counter in Wily Challenge, making your lives hard to see.
-Swinging with Thunder Claw when there are spikes behind you can get you stuck.
-Fire Telly does not have a sound effect.
-When Spring Man is magnetized he can pull you laterally through and off ladders.
-Grenade Man's Flash Bomb does not explode on him when reflected by Jewel Satellite.
-Grenade Man's Crazy Destroyer being reflected by Jewel Satellite when about to explode leaves a reflected projectile on the ground.
-Resetting level with Crtl+R (or L+R+A+Start) while boss doors are closing or screen is transitioning will stop bosses from spawning in causing a softlock.
-Crash Man, Spark Man, Pharaoh Man, Crystal Man, Napalm Man, Knight Man and Plant Man can clip in tight spots.
-Star Tile 2 (Alt)'s description contains a typo.
-Mega Ball bounces off Mega Ball Weapon Blocks/Barriers without destroying them, under very specific circumstances.
-If you open a key door, then touch a checkpoint during its closing animation, the key door will respawn after you die or restart, sometimes making the level impossible to complete.
-When activating Flash Stopper, then transitioning to a room with a Rolling Drill, the Rolling Drill has no hitbox.
-Touching a checkpoint after a stage ending boss is killed then dying will result in a softlock as boss will stay defeated.
-Screen transitions and doors will lock up due to 'Malformed Sections' in boss rooms.
-With specific non-standard section layouts, Illusian may not spawn.
-Collecting a key dropped by a boss very rarely crashes the game.
-Jumping through moving platforms from the bottom can very occasionally result in a crash.
-If you press Ctrl+R (or L+R+A+Start) while on a fan for long enough, the sound effect will keep playing.
-If you shoot a regular weapon, then switch to Thunder Claw immediately, your buster stays out until you shoot again or switch weapons.
-Black Hole Bomb can suck up Spring Man's arms when shot.
-Standing close to a Magma Beam, the sparks can still show if the beam has already passed.
-Jewel Satellite dings off of already exploded TNT, despite it not being there anymore.
-New weapon: Rain Flush. It can now give you a momentum boost likes normal rain, and it deals multiple hits to enemies!
-Added new Shell'n sound effects for opening, firing and closing.
-Defeating Time Man does not restore time flow to normal, which slows down all gimmicks and teleporters.
-When moving the screen in the builder, Pointan lags behind a bit.
-When using Flame Sword on a ladder while moving, your movement is not stopped, causing a weird animation.
-Moving a screen does not move rain graphics.
-Fixed descriptions for Wily Spike 30, Mega Man 2 Wily 1 Tile 2 Alt and Flame Tile.
-Block Dropper deflects off deflecting level objects, rather than breaking.
-Magma Beams don't fire and play their sound effect when slightly on screen.
-Tornado Man can clip through walls if you are above him when he dives at you.
-Jewel Satellite reflects off of reflecting Yoku Blocks regardless of whether they are visible or not.
-If Concrete Man shoots a Concrete Shot at a Weapon Block or Barrier that has now weapon set, the game crashes.
-When adding an item from your Recents list to your Favorites, your Favorites list is not saved after testing your level or leaving the editor.
-If Shade Man is killed while he is holding onto you, you become stuck.
-When Shade Man grabs you while you are holding a ladder, you can shoot while stunned.
-You can still restart the stage by pressing Ctrl + R (or L+R+A+Start) after defeating the last boss in a level. If you defeat the boss, touch a checkpoint, then restart, the game softlocks.
-Sometimes, Magma Beam can ignite TNT or Oil before or after the hitboxes collide.
-Fire Totem lacks a sound effect.
-Controls could get locked when colliding with a boss when more than 10 are placed in a section.
-Bosses are still affected by Flash Stopper if their weakness is set to this weapon, but the weakness is disabled.
-Jewel satellite could lose part of the shield when colliding with specific boss and enemy objects which reflect attacks.
-The boss introduction is affected by Flash Stopper, allowing the boss to get stuck in walls easily.
-Exiting teleporter of starting stage allows the possibility to scroll screen sections with bosses on them.
-Ring Boomerang phases through Shine and does not get reflected.
-Various enemy projectiles will break Jewel Satellite apart instead of being reflected.
-Boss projectile reflection with Jewel Satellite is inconsistent on what is reflected and what is destroyed.
-You can now select Fake Man as your profile icon.
-Slightly updated the example level Desert Base.
-Made the hitbox of Wanaan smaller vertically.
-Moving a screen through the minimap can crash the game under certain circumstances.
-Hitting Shade Man with Noise Crush will cause a crash.
-Metal Man is not insta-killed by Metal Blades reflected by Jewel Satellite.
-Jewel Satellite loses individual jewels when hit by Astro Man's projectiles.
-Moving a TNT block with a fuse crashes the game.
-A copy of the Blizzard Ladder, called Wily Ladder N/A, shows up instead of Wily Ladder 13.
-Flash Tile 2's description contains a grammatical error.
-When testing your level in-editor, then returning to the editor, the timer on Discord Rich Presence resets.
-Lit oil cannot ignite TNT.
-Certain objects go behind Drop and Pit Shadows, when they shouldn't.
-Rolling Cutter can only hit bosses once per throw.
-When an Astro Gate is overlapping a Force Beam spawner off-screen, but within the same section, the game crashes when the player dies.
-Made Force Beams less likely to freeze the game in general.
-Cut Man's Rolling Cutter cannot be reflected.
-If Magma Bazooka or Atomic Fire is set as a boss weakness, and you then disable this weakness, they still deal extra damage.
-Kakinba Tank can crash the game if Mega Man dies.
-Uploading a level or viewing your online profile gives an error for some players.
-Removing a boss can crash the game.
-Moving screens with bosses in them using the minimap corrupts your level file.
-You can fall through slippery floors under very specific circumstances.
-Killing a Hoohoo created by a spawner before it drops its rock can crash the game.
-Tornado Man can occasionally zip through walls.
-When two or more Laser Tridents are inside an enemy, it receives much more damage than usual.
-You cannot kick with Mega Ball when your ammo is depleted, not allowing you to kick the last ball you spawn.
-When freezing a Magma Beam with Concrete Shot, leaving the section, then coming back, the solid collision is not removed.
-Sometimes, Ice Man's projectiles are not destroyed when he is defeated.
-When opening the game without a registered account, the game crashes.
-Energy pickups and 1-ups sometimes do not spawn.
-Loading levels from version 1.4 with a boss in them, then messing around with their settings, can crash the game.
-Big Telly's bombs teleport to the left a little when reflected.
-You can now place multiple bosses in your level!
-Bosses can now perform different actions when defeated. These options are:
- End the stage, like in version 1.4 and prior.
- Drop an item: large energy, large weapon energy, 1-up, Yashichi, E-Tank, M-Tank or key.
- Add or remove a weapon to/from the player's arsenal.
- Change the playable character.
-Added a Boss Suppressor object. Placing this in a section requires all bosses in this section to be defeated in order to clear the stage.
-An absurd amount of new backgrounds, tilesets, spikes and ladders from Mega Man 1 to 9 have been added! The additions total in the hundreds - far too many to list here!
-New bosses:
- Grenade Man
- Astro Man
- Concrete Man
- Tornado Man
-New enemies:
- Shell'n
- Bunby Tank DX
- Joe Classic
- Surumaker
- Hannya Attacker
- Crunchran
- Fire Met
- Fire Met spawner
- Wall Teck
- Rabbiton
- Penpen EV
- Big Telly
- Petit Devil
- Caricarry
- Bombomboy
- Flower Presenter
- Fire Totem
- Okosutobon
- Diarn
- Hoohoo
- Hoohoo spawner
- Kakinbatank
- Adamski
- Nombrellan
- Nombrellan spawner
- Sakrets
-New weapons:
- Mega Ball
- Tornado Hold
- Flash Bomb
- Thunder Claw
- Flame Sword
- Concrete Shot
- Hornet Chaser
- Black Hole Bomb
- Laser Trident
- Magma Bazooka
- Jewel Satellite
- Tornado Blow
-New gimmicks:
- Reflecting Yoku Block
- Thunder Claw pole
- TNT
- Astro Gate + Astro Buttons
- Magma Beam generator
- Rain
- Bokazurah + blocks
- Illusian + blocks
-Water has been moved and given its own tab in the Tiles category, and many new water tiles from Mega Man 1 to 9 have been added.
-Added Dr. Light and Dr. Right plates.
-Added placeable Drop and Pit shadows for ceiling shading and bottomless pit marking respectively, available in the former Plates tab, now renamed Special.
-Regular Yoku Blocks now have multiple sprite options. The new sprite options automatically place shadows under them as well.
-Added new Cracked Block variations.
-Teleporters now have 9 different colors to choose from.
-Added previously missing colour variants for: Blocky, Wanaan Base, MM4 Shield Attacker, Dust Block, Giree, Giree Spawner, Tondeall, B Bitter, Pukapelly, Subeil, Lyric, Spinning Platform, Teckyun, MM6 Shield Attacker, Cyber Gabyoall and Fan.
-Added many new music tracks from Mega Man 8 and 9.
-Added profile icons for the robot masters of Mega Man 8 and 9, alongside helmetless Mega Man, Auto and Duo.
-Added an option to turn on a level timer which will allow you to know how long a level has been going on for.
-Added a favorites selection wheel. Hold the Tab key in the editor to spawn a wheel, then move your mouse to quickly select an asset from your favorites.
-You can now use the right mouse button to go back in angle selection and Cracked Block item selection.
-Added a new disclaimer screen to warn people about flashing images.
-Wily challenge:
- 1-ups now refill your health on top of giving you an extra life. This should no longer make certain levels unbeatable in this mode.
- You can now skip levels without losing a life, unless you are airborne or low on health.
-Pookers can now be knocked over by a fully charged Power Adaptor shot.
-Sniper Joe is now only protected on their shield, meaning you can shoot through their shield when close, or hit them in their head or feet.
-Moved the Teleporter to the Mega Man 9 section, as that was its game of origin.
-Made some modifications to the key sprite.
-Danger Wrap now deals twice as much damage if an enemy is trapped inside of it.
-Water Wave can now dose burning oil underwater.
-Updated the weapon icon for Block Dropper.
-Slightly updated mugshots for Cut Man, Guts Man and Fire Man.
-The credits no longer use colored text, significantly decreasing lag. Additionally, the credits are more compact.
-Expanded the shortcuts menu in the editor.
-New example levels: Obligatory Boss Rush Level by snoruntpyro, Whirlpool Ocean by Schmiddi and Double Trouble, Desert Base, By Sword and Shield and Infiltration by Aze.
-Placing a Dust Block over a health or weapon energy spawner, then destroying the Dust Block, prevents any items from spawning.
-When completing a victory animation while in oil, the camera centers in on the player, ignoring screen boundaries.
-Deflecting the shot of a Cyorown with Proto Man makes it taunt.
-Water Wave removes Spring Man's hands leaving his arm links behind until he shoots again.
-Jumping while in the air stream of downwards facing fans left you in the jumping animation.
-Dive Missile can home in on Teckyuns.
-Quick Laser's description shows the wrong damage number.
-Placing solid moving platforms above Shade Man as he spawns can softlock the game.
-Shade Man can get stuck under Pooker platforms after diving.
-Fans can very occasionally clip you through ceilings.
-Charge Kicking in the air right under a ceiling makes you slide infinitely.
-Spawning Treble on the edge of a screen, then switching weapons while undergoing a screen transition, allows you to use Treble Boost under a different weapon.
-Water Wave cannot kill Rolling Drills from behind.
-Quick Lasers are not active in the section if they are off-screen.
-Quick Lasers can fail to spawn when attempted to spawn them from above.
-Enemy projectiles with gravity act weirdly when reflected during Time Slow.
-Magnet Missile can home in on off-screen Watchers and Big Fish.
-Kaminari Kogoro can be targeted by homing projectiles before spawning.
-Certain enemies get crushed when jumping into non-moving solid moving platforms.
-Subeil's description contains a grammar mistake.
-Atomic Fire's second and third charges have incorrect damage values when set as boss weaknesses.
-Collecting a second weapon capsule for power adapter while you have the first collected will overfill the weapon energy bar.
-Bubukan can pole vault over certain high walls it should not be able to if you are a specific distance away from it.
-When the game is paused, Killer Bullet's explosion stays longer.
-When Metall Cannon is frozen during its turning animation, the animation keeps playing.
-Metall Cannon's projectile keeps moving when it's frozen.
-Bass cannot activate horizontal Count Bombs during Treble Boost.
-Destroying enemy projectiles with an attached Atomic Fire does not consume ammo.
-Screen transitioning into a boss door with a weapon or character capsule placed after the door can crash the game.
-One-way teleporters are now less likely to get you stuck in a wall.
-Shade Man's grass tileset is mislabelled as Slash Man's.
-Charged Noise Crush rings get destroyed when hitting an enemy projectile, even if the projectile is killed.
-If a player projectile ricochets off an enemy shield, it is not destroyed upon a screen transition.
-Push Blocks get sent much higher when punched upwards under the effect of Time Slow.
-If Time Slow ends right before Big Eye jumps, it can become frozen.
-Icicle Teck's icicle can land on despawned jumpthrough moving platforms.
-The disappearing sprite of Perfect Freeze is misaligned.
-Ball Machine Jr.'s balls can move through terrain when colliding with a solid and a moving platform on the same frame.
-Spring Man's mini springs get caught on walls if too close to one when bouncing.
-Spring Man's mini springs do not despawn after he dies.
-Charge Kick and Top Spin cannot destroy enemy projectiles.
-If upwards-blowing fans move you through a vertical boss door, the sound effect will keep playing.
-After defeating a boss, sometimes the player is moved by a conveyor belt while not standing on one.
-Plates and character capsules do not update their graphics properly when loading a level through the editor, until the level is played.
-Shine can disappear when touching an energy pickup.
-Pierobot's gear can clip under specific circumstances.
-Proto Man and Bass cannot shoot when their ammo is depleted with Flash Stopper and Proto Coil/Treble Boost, with the latter being an adaptor slot for Mega Man.
-If you use a teleporter to enter a boss arena, then use Treble Boost quickly, Bass uses the wrong animation after the boss battle starts.
-Spark Man's animation for firing a big spark plays improperly during Time Slow.
-Flame Pillars can light oil below them on fire.
-Pukapucker sometimes does not turn around when touching a wall on the right.
-The ice cube variant of the Cracked Block has some incorrectly transparent pixels.
-Sliding when a jumpthrough moving platform is about to hit a ceiling can cause you to clip.
-When Push Blocks are pushed while inside Yoku Blocks, they clip.
-Proto Man's visor on a 1-up does not change colors when charging your buster.
-Robbit can clip when close to a right wall.
-When undergoing a screen transition and picking up an energy pickup at the same time, sometimes the transition will mess up.
-If Shade Man grabs you while Time Slow is activated, he may not let go of you after.
-While holding a ladder during a boss introduction, you can still charge your buster.
-If you transition upwards through a boss door at the peak of your Jet Adaptor flight, you can clip.
-Sometimes you cannot slide on an Icicle Teck's ice shard.
-If you pause the game shortly after one of Crystal Joe's crystals spawns, the crystal does not play its animation correctly.
-The beginning part of Crystal Joe's crystal's spawning animation is unaffected by Time Slow.
-If you climb up to a boss room, then hold down during the screen transition, you will move down when the boss spawns, instead of you being unable to move.
-Bosses placed on screen transition borders often cannot spawn.
-If Pierobot's gear spawns on a conveyor, moves and is killed, it will move as soon as it is respawned.
-With very precise movement, Minoan can despawn while its mount is still active.
-When restarting Wily Challenge, you keep your E- and M-Tanks.
-If you pause the game right after destroying a Cracked Block, then unpause, the explosion will last longer than usual.
-Screwbomber and Brain Break freeze when Mega Man dies.
-It is now significantly less likely to fall through multiple jumpthrough moving platforms next to each other (e.g. Footholder elevators).
-If you touch a stationary Icicle Teck icicle while on a conveyor belt, you sometimes still take damage.
-If Item-3 is thrown at the top part of a wall, it bounces and does not attach to it.
-Item-3 has weird interaction with solid moving platforms.
-When Blocky is pushed into a ceiling by a spring, it can clip.
-Oil Slider's board can be destroyed by destructible enemy projectiles.
-Oil Slider's blob can remain in falling state when shot at the very edge of a platform.
-Implemented Discord Rich Presence! Discord will now automatically recognize the game and display what you're doing in the game. Don't worry, if you are building a level, it will not show the level name in case you want to keep that a secret.
-Destroyable enemy projectiles destroy Hyper Bomb instead of detonating it.
-Stacked Push Blocks sometimes respawn improperly.
-Playing a level through an auto-play link often reports an error on your first log in attempt.
-Shadow Blade is not slowed down when Time Man uses Time Slow.
-Firing your arm with Super Adaptor while on a ladder makes you use the incorrect sprite.
-When getting an error when attempting to go to the online level list, you are taken to an unused menu.
-Mega Man gets stuck in the ground while using Jet Adaptor in the air stream of an upside down fan.
-Significantly optimized memory usage when playing multiple levels. This should make the Wily challenges less prone to out-of-memory errors.
-Removed the black around Dark Man 4's tileset.
-The credits now scroll faster when the game lags.
-Super Arrow can now break Party Balls.
-Shade Man can reflect your Noise Crush while draining your health, causing you to get stuck.
-Touching a weapon remover can crash the game when having certain weapons in your first slot.
-Shade Man can get stuck under ceilings after diving.
-Push Blocks sometimes shake when spawned from off-screen.
-When placing Tom Daddy upside down right above a floor, it can clip.
-For two seconds after Push Blocks are punched by a Punch Block, they ignore all other Punch Blocks.
-Enemies trapped in Danger Wrap are destroyed when switching weapons or pausing the game.
-When standing on the edge of a Push Block, then moving into a wall, you can clip.
-When a Quick Laser spawns off-screen, it can crash the game under specific circumstances.
-Certain solid blocks will allow downward fans to continue blowing instead of being blocked.
-Reloading levels causes some upside down fans to be displaced on load.
-Spring Man's gets stuck in midair after his fist attack if you reflect other projectiles.
-Spring Man's arm links stay around after he dies.
-Minoan doesn't spawn properly during Flash Stopper.
-Tsuranattori crashes due to issues with determining the leader of the pack.
-Kaminari Kogoro's lightning is affected by Gravity Hold.
-Going online usually gives an error on the first attempt.
-Wind can still affect you while in a teleporter, causing weird results.
-When Turbo Roader collides with a wall in the air, then lands, it will not move again.
-A brand new challenge mode! Play through a randomized Wily castle filled with community levels, with several lengths and difficulties to choose from. You have limited lives though, so be careful!
-Content from Mega Man 7!
-New bosses:
- Wind Man
- Flame Man
- Spring Man
- Shade Man
-New enemies:
- Bubukan
- Katonbyon
- Curlinger
- SRU-21/P
- Gabgyo
- Pooker
- Cyber Gabyoall
- Yaffu
- Squidon
- Tripropellan
- Icicle Teck
- Trio the Wheel
- Baccone
- Tom Daddy
- Frisk Cannon
- Gockroach S
- Gockroach S Nest
- Turbo Roader
- Kamimari Kogoro
- Cyorown
- Gobots
- Tsuranattori
-New weapons:
- Shadow Blade
- Blizzard Attack
- Flame Blast
- Knight Crusher
- Wild Coil
- Noise Crush
- Danger Wrap
- Jet Adaptor
- Power Adaptor
- Super Adaptor
-New gimmicks:
- Cracked Block
- Push Block
- Oil
- Fan
- Floor Light
- Jet Platform
- Punch Block
-New tilesets:
- Mega Man 1 Wily 2 + 3 + 4
- Mega Man 2 Wily 3
- Mega Man 3 Wily 4 + 5 + 6
- Dark Man 4
- Mr. X 2
- Mega Man 6 Wily 1 + 2 + 3
- Mega Man 6 Wily 2 Alt
- Spring
- Freeze
- Slash
- Slash 2
- Junk
- Shade
- Burst
- Turbo
- Cloud
- Mega Man 7 Wily 1
-New backgrounds:
- Mega Man 1 Wily 2 + 4
- Mega Man 3 Wily 4
- Mega Man 5 Wily 1
- Blizzard 2
- Wind 2
- Flame 2
- Tomahawk 2
- Centaur 2
- Knight 2
- Yamato 3
- Plant 2
- Mr. X 1 + 2 + 3 + 4
- Mr. X 2 Alt
- Mega Man 6 Wily 1 + 2 + 4
- Mega Man 6 Wily 1 Alt
- Spring
- Freeze
- Slash
- Junk
- Junk 2
- Shade
- Shade 2
- Shade 2 Alt
- Burst
- Turbo
- Turbo 2
- Cloud
- Mega Man 7 Wily 1
-Nearly all music tracks from Mega Man 7 have been added.
-Music tracks for the Robot Masters, the Wily stages and all boss themes from Mega Man 7 have been added.
-Implemented 3 new spikes from Mega Man 7.
-Added Weapon Removers and Yashichis.
-Added profile icons of all Mega Man 7 Robot Masters.
-4 new example levels: Creepy Castle by TimeLink, Kerosene Fane by CSketch and Storm Fortress and The Tower of Wily by Aze.
-Quick Lasers can now be angled, allowing for vertical lasers.
-You can now upvote or downvote a level by pressing the weapon switch left and weapon switch right buttons respectively.
-Touching a checkpoint now resets all other checkpoints. Levels made in previous versions are not affected.
-Brick Drop has been renamed to Block Dropper, the canonical name for the weapon.
-Rolling Cutter can now hit enemies again on the way back.
-After testing your level in the builder, the map and UI settings are no longer reset.
-Restarting a level resets your E-Tanks and M-Tanks, removing an exploit.
-Drill Bomb's explosion has a larger hitbox.
-Mummira has a smaller hitbox.
-If you die while holding Atomic Fire, it stays active.
-Enemy projectiles are unaffected by Ice Slasher.
-Magnet Missile sometimes refuses to home in on enemies.
-The Cossack Platform's description contains a typo.
-Totem Polen and Subeil's descriptions reference Mega Man, which is inaccurate with the new characters.
-Mega Man 2 Wily 1's background has a transparent pixel.
-If you walk on a conveyor slowing you down, then spawn a Pukapucker walking towards you, the head may disappear.
-Proto Man shoots projectile slightly further away from him than he should.
-Clearing a level on Rush Jet, then jumping off Rush Jet and letting it move off screen can crash the game.
-You can pick up health and weapon energy pickups while undergoing a screen transition, allowing for clipping.
-When jumping on an enemy with Top Spin when close to a ceiling, it may not damage the enemy.
-When opening a Drop Platform, then undergoing a screen transition and going back, it will stay open.
-Player projectiles can ding off invisible hitboxes below Flame Pillars.
-Magnet Missile can home in on Teckyuns.
-Touching a Character Capsule and Energy Element on the same frame crashes the game.
-Health and Weapon Energy pickups from spawners float up through jumpthrough solids.
-Standing on a ladder with another ladder two tiles above makes you unable to go down the bottom ladder.
-Pierobot cannot fall through moving platforms while spawning.
-Water appears to go through Wanaan platforms in the editor, while in-game it does not.
-If Crash Man shoots a Crash Bomber up in the air, he may never be able to shoot again.
-Hyper Bomb cannot bounce on the edges of springs.
-Komasaburo tops are unaffected by Ice Slasher.
-Jumping on Wind Storm right under a solid moving platform can make you clip.
-Magnet Missile can sometimes make enemies disappear before hitting them.
-Bosses sometimes do not detect when you're shooting, leading to exploits.
-Going through a boss door outside the current section sometimes causes graphical bugs.
-Quicksand can push you through jumpthrough platforms.
-Hitting a boss with the same Wind Storm projectile twice doesn't play a sound effect on the second hit.
-Ring Boomerang can be reflected by Flame Pillars.
-Stone Man cannot jump when under the effect of Time Slow.
-Shield weapons can destroy Flame Pillars. When frozen, it can additionally leave its collision mask behind.
-Hitting Brain Break with Wind Storm creates a duplicate on the first hit.
-When Water Wave is fired directly against a wall in the air, it will move once it loses contact with the wall.
-When firing Water Wave on the ground directly against a wall, with a wall close behind you, it may appear behind that wall.
-Taking a pickup from a pickup spawner with Ring Boomerang, then scrolling the weapon off-screen, disables the spawner.
-Super Arrow can crash the game when destroyed at the right time.
-When a moving platform moves you into spikes, you often do not die.
-Wind clipping should be reduced.
-When wind pushes you into spikes, you often do not die.
-Spines sometimes act weird when falling in a one-tile wide gap.
-Mega Buster and Needle Cannon can, when not set as the primary weapon, overflow the ammo bar.
-Pierobot can fall through jumpthrough platforms.
-When teleporting to a Teleporter near the top of the screen, it can put you on the screen above incorrectly, sometimes causing death.
-Placing Magnets in a stair formation can remove some of their collision.
-If you have a weapon as your primary weapon with a duplicate as a non-primary, and the non-primary is equipped, using L+R does not take you to the primary variant.
-Firing Hyper Bomb in a two-block tall wall from the right while holding down puts it inside the wall.
-Shooting Super Arrow in a one-block wide gap causes it to clip backwards.
-When loading a level in-editor, backgrounds can sometimes overlap.
-Drill Bomb and Dive Missile deal double damage to bosses.
-Kamasaburo tops can clip with springs in tight corridors.
-The chain of Presses looks different in the editor and in-game.
-Footholders vibrate when set to not move.
-Screen transitioning into a solid moving platform can cause you to clip.
-Homing weapons can target bosses before they spawn.
-Character-exclusive weapons for Proto Man and Bass are shown incorrectly in the editor for weapon capsules, blocks and barriers.
-Blocky shoots its body parts at a slower speed than it should when under the effect of Time Slow.
-Moving left or right while about to be crushed between a moving platform and the ceiling can make you clip.
-Presses lose their hitbox during Flash Stopper.
-If you double jump, then Charge Kick as Bass, you can jump out before the flash.
-Perfect Freeze and Nado play the wrong sound effect.
-Super Arrow can get stuck in walls when fired while facing left.
-If you mash shoot with Bass Buster, then approach a ladder, you can sometimes move horizontally for a short while.
-You can now jump into Treble Boost while it's teleporting to transform early.
-Ring Man has been made slightly more accurate to the original.
-Looping sound effects ignore volume settings.
-Garyobies turn around when hit by Pharaoh Shot.
-Bass Buster cannot hit Rolling Drills from behind.
-Treble Boost's hovering effect is sometimes more extreme than it should be.
-If a Water Wave ball lands right next to a boss, it can deal more damage than usual.
-Hard Man has weird interactions with springs.
-You can now set the volume for music and sound effects in the options menu.
-Party Balls and Energy Elements now have dedicated level icons.
-Added a construction Met to the list of profile icons.
-Ring Man shoots his projectiles a little later, being more accurate to the original.
-The level info card now always has Play as the default selected option.
-Spines (and spine-like enemies) can now be destroyed by Thunder Beam, Hyper Bomb, Pharaoh Shot and Drill Bomb.
-Random level is unreliable.
-Standup Comedy displays the wrong profile icon.
-Placing a character inbetween vertical sections can cause the game to softlock or crash.
-Crazy Razy creates a clone of itself when killed by Gravity Hold.
-Metall Cannon is unaffected by gravity.
-When the player spawns on a ladder, they fall through.
-In the editor, Proto Jet uses Proto Coil's icon.
-Reflecting a destroyable enemy projectile back at another destroyable enemy projectile while having Nothing as your weapon can crash the game.
-Projectiles from Cannon and Bomb/Rock Thrown can crash the game when spawned directly on top of Ring/Coil platforms.
-Hyper Bomb explosions can be reflected by weapon blocks and barriers.
-While Brain Break is frozen by Ice Slasher, it cannot be killed by regular projectiles, but can still drop item pickups.
-Gyoraibo sometimes uses the panic animation while underwater.
-Girees still play their animation during Flash Stopper.
-Ring Man can get stuck at the left or right side of the screen.
-When riding Oil Slider underwater along a ceiling, using Bass with double jump enabled, then jumping, you can clip.
-Starting a level online, exiting and beating a level of your own counts as beating the original level.
-Crystal Joe's projectiles still animate during Flash Stopper.
-While Blocky is frozen, it has weird interactions with moving platforms, occasionally resulting in a crash.
-When Crystal Eye hits an enemy while inside a wall, the small Crystal Eyes it creates can get stuck.
-Bass keeps can continuously dash under Time Bombs, even though there's enough space for him to walk.
-Touching an Oil Slider blob while sliding under a ceiling causes you to clip.
-Touching a spring while sliding under a ceiling can cause clipping.
-Putting springs directly below Time Bombs can cause you to clip inside them.
-Girees are affected by Magnet Beam.
-Placing the player directly above water causes a ton of splashes to appear.
-Proto Buster, Proto Coil, Proto Jet, Bass Buster and Treble Boost have incorrect icons in the boss settings menu.
-When placing a key door right after a section border on the left, you can transition through it.
-If you shoot Bass Buster on the ground, then shortly after grab a ladder, you can move horizontally for a short while.
-If you move a boss, the section the boss used to be in still has a special color on the minimap.
-Quicksand overlaps the Ready text.
-Reflecting Skull Man's projectiles on the frame they spawn crashes the game.
-Bosses are affected by springs before they can act, which allows them to clip into ceilings.
-You can now press Ctrl + V in the online menu when entering a search term or level ID, to quickly paste whatever text you have copied.
-Improved Skull Man's description.
-Minor tutorial dialogue changes to account for multiple characters.
-Water Wave can now destroy Flame Pillars when it's underwater or a drop.
-The night theme in the editor has a different scroll bar color.
-Creating a level with just a boss arena, then playing it through the editor causes some problems.
-Rolling Drills can destroy blocks around them before they spawn.
-Weapon Capsules sometimes have the wrong color when switching characters.
-Weapon Capsules have incorrect icons for Proto Buster, Bass Buster, Proto Coil, Proto Jet and Treble Boost.
-Switching weapons while in the Treble Boost transformation, then dashing or climbing can lock up your controls.
-If you spawn directly on top of a Ring or Coil Platform, you fall through.
-If you shoot Bass Buster on a ladder, then hold left or right, you can move horizontally.
-If you shoot Bass Buster on a ladder right under a ceiling, then hold up and shoot, then mash jump with double jump enabled, you can clip inside.
-Water sometimes flows through terrain.
-When asked to place terrain in a new section in the tutorial, the section on the left and diagonal sections do not count.
-Brain Break creates a duplicate of itself when hit by Gravity Hold.
-Minoans do not spawn properly when coming from above.
-If you scroll a frozen Fire Pillar off screen, then come back, it leaves its collision behind for a short while.
-Rolling Drills can destroy terrain slightly off screen.
-Yambows stop at moving platforms.
-Magnet Missile doesn't home in on Wall Blasters properly.
-When grabbing a ladder while on a jumpthrough moving platform, there can be horizontal displacement.
-Girees can travel along Item-1, 2 and 3.
-Telly spawners can spawn Tellies before Mega Man spawns.
-Weapon Blocks, Weapon Barriers and Weapon Capsules display an incorrect icon when your weapon is set to Nothing.
-When killing a Pukapucker base, then respawn it while the head is still on screen, the head becomes attached to the new base.
-Water Wave can be fired through walls when hugging them.
-Whopper still animates during Flash Stopper or when the game is paused.
-The tutorial now features more poses for Wily and Light.
-Bass Buster is more accurate to how it was in Mega Man 10.
-Big Fish can be moved by Rush Jet.
-If you slide into a Mega Man character capsule with sliding disabled, Mega Man will slide forever.
-If you cancel Treble Boost, then dash, your controls may lock.
-If you cancel Treble Boost, then grab a ladder, your controls may lock.
-You can't pause the game while using Treble Boost.
-Bass can occasionally clip inside walls by dashing over a one-block gap, directly into a wall.
-Proto Coil and Treble can spawn in walls.
-Weapon barriers don't have correct icons for Proto Buster, Proto Coil, Proto Jet, Bass Buster and Treble Boost.
-Proto Man's shield cannot reflect projectiles while Proto Man is invulnerable.
-Proto Man's shield can destroy Flame Pillars.
-Enemies/gimmicks sometimes face the wrong direction when playing a level online or through the play menu (hopefully fixed for real this time).
-Skull Man can now start moving when holding down the shoot button with Bass Buster.
-Health and weapon energy spawners are now on a local timer, meaning they no longer spawn and play a sound effect when off-screen.
-Quick Lasers don't get blocked by Rolling Drills anymore.
-Hitting a boss with Water Wave underwater crashes the game.
-Touching a weapon capsule while using Treble Boost doesn't take away the ability, causing broken animations.
-Touching a character capsule while Charge Kicking or shooting while standing still (Bass only), the game crashes.
-Rush Coil/Jet weapon blocks don't switch colors accordingly when touching a character capsule.
-You can still move when using Treble Boost upon completing a level, or when a boss spawns.
-Dashing into Treble Boost at point-blank range causes animation issues.
-Coil platforms do not autotile correctly when removed in the editor.
-Ring platforms and coil platforms can sometimes autotile together, causing weird results.
-Changing weapons while transforming into Treble Boost allows you to use that weapon while flying, with broken animations.
-Whopper's description contains a typo.
-Rolling Drill spawners still play their animation when the game is paused.
-Rolling Drill spawners facing left break blocks directly to the right of it when spawning the drill.
-When a Yoku Block spawns on top of a Rolling Drill, the drill moves upwards.
-Water Wave can destroy frozen Fire Pillars.
-Rolling Drill has some depth issues.
-Touching a character capsule the frame you start a screen transition can crash the game.
-Walking, then dash-jumping and shooting while moving through a boss door as Bass can play an incorrect animation.
-When climbing against a ceiling as Bass, then holding shoot, letting go and immediately double-jumping, you can sometimes clip into the ceiling.
-Quicksand can affect the player before they spawn.
-Two new playable characters, Proto Man and Bass! They each have their own unique abilities, some of which can be enabled or disabled in the global settings.
-Addec character capsules to allow changing characters on the fly!
-New bosses: Ring Man, Skull Man, Crystal Man and Charge Man.
-New enemies: Minoan, Wall Blaster, Totem Polen, Pakatto 24, Docron, Docron Spawner, Mummira, Garyoby, Whopper, Bomb Thrown and Rock Thrown, Metall Cannon, Subeil, Giree, Giree Spawner, Tondeall, Pukapucker and Bounder.
-New weapons: Drill Bomb, Power Stone, Water Wave, Crystal Eye, Super Arrow and Treble Boost (Bass only).
-New gimmicks: Ring Platform, Coil Platform, Quicksand, Rolling Drill and Teckyun.
-New tilesets: Cossack stages 1 and 3, Wily stages 1 and 2 from Mega Man 4, Dark Man stages 1, 2 and 3 and Wily stage 1 from Mega Man 5.
-New backgrounds: Cossack stages 3 and 4, Wily stages 1, 2 and 3 from Mega Man 4, Dark Man stages 1, 2, 3 and 4 and Wily stages 2, 3 and 4 from Mega Man 5.
-Added health and weapon energy spawners.
-Character abilities and weapon slots are now displayed on the boss intro screen, even online.
-You can now right-click an enemy's color icon to go back to the previous color.
-Added Bass to the profile icons selection.
-Two new example levels: Automata Fortress by Nickelasse and Escape from the Space Station Puzzle by Meka, both winners from the level contest.
-Spines are weak to more weapons, all of which were effective against Spine-like enemies in the original games.
-Pressing the Map and UI switches in the editor has been made more lenient.
-Weapon blocks and barriers now default to having no weapon, allowing you to place reflecting blocks with a full weapon set.
-By default, the editor now starts about a quarter into the level horizontally. This allows you to easily expand your level to the left.
-Restarting from the last checkpoint when you haven't touched a checkpoint now acts as restarting the stage, which means ammo gets refilled and tanks respawn. Also applies to quick restarting.
-Charge Man's second background now moves at 60 fps, making it much smoother.
-Enemies, most notably Fan Fiends, sometimes face the wrong way when playing a level online.
-Loading a level from the menu without playing a level first can result in all empty weapon slots getting filled with Silver Tomahawk.
-Brain Break cannot be killed while Flash Stopper is active.
-There is one pixel horizontally where you can active the Map and UI switches in the editor at the same time.
-Tama, its fleas and its yarn balls cannot be frozen by Ice Slasher.
-Magfly can still carry you when climbing a ladder.
-You can start climbing a ladder while sliding under a ceiling, allowing you to clip.
-Moving an Oil Slider blob by a jumpthrough moving platform can cause the game to crash under certain circumstances.
-On large resolutions, a bit of Mega Man's blue palette may be visible when using a different palette.
-Elec Beams, Fire Beams and Flame Pillars are affected by Gravity Hold.
-Key doors can be despawned with pixel-perfect movement.
-Search Snake can clip on certain terrain layouts.
-If you're standing on a solid that's two blocks into the screen below, then move to an empty space, you can transition into the solid and get stuck.
-Magnet Man, Hard Man and Wood Man can't destroy weapon blocks or barriers.
-When standing directly against a wall, Magnet Man can't hurt you with his Magnet Missiles.
-Sometimes you can't enter or change your level name.
-You can clip into magnets sometimes.
-Bosses drop an item when crushed by a moving platform.
-If you slide onto Oil Slider, you can still move below one block tall ceilings for a short while.
-When shooting Gemini Laser directly against a wall, parts of it can go through the wall.
-The Energy Balancer doesn't reliably fill up the weapon with the least ammo.
-Moving platforms can still move you if you're in a teleporter.
-If you slide into spikes while on a moving platform at a specific height, you can slide through them.
-Elevators (multiple vertical moving platforms next to each other) often make you fall through them when moving from one platform to another.
-Octopus Batteries can very occasionally crash the game when the level starts.
-Quick-restarting while healing makes the sound effect play indefinitely.
-Solid moving platforms can clip you upon pushing you into a ceiling or floor while sliding.
-Enemies slide when moved by multiple platforms at once.
-Crash Lifts can go off-track when just barely outside the screen.
-When Time Slow ends during Pharaoh Man's wave attack, he can stop moving.
-When you pick up a weapon capsule, die, then pick it up again, the weapon's ammo is now fully restored.
-The aerial victory sprite has been modified slightly.
-Moving platforms have been completely rewritten and should be much more stable. Please report any issues you still encounter with them, though.
-Spines can very occasionally crash the game.
-Crash Lifts can go off-track... again.
-Cossack Platforms can clip through other moving platforms while moving up.
-Selecting an item from your Favorites menu doesn't play the menu closing sound effect.
-Oil Sliding into a Brain Break removes the oil, causing you to slide on nothing.
-Grabbing a weapon capsule doesn't reset certain weapon states (Top Spin, Nado, Oil Slider etc).
-Sliding into a wall while on a conveyor and under a ceiling makes you slide in place.
-When you win while sliding and facing left, the slide victory pose still faces right.
-The slide and aerial victory poses are slightly misaligned horizontally.
-If Fan Fiends push you into spikes, you don't die.
-Crash Lifts that start in a corner sometimes go in the wrong direction.
-Mag Flies can clip you inside walls under specific conditions.
-If a Mag Fly is attracting you, you can't move up when against a floor or down when against a ceiling.
-Mega Man now has different victory poses for when he's in the air, sliding or climbing a ladder.
-You can now use F1-5 to switch between different screen sizes at any moment.
-Made the connection timeout for the random level option longer, so it should fail less often.
-Crash Lifts that start vertically sometimes mess up when playing an online level.
-Crash Lifts can get stuck on edges after Time Slow is used.
-Off-screen Crash Lifts sometimes go off their rails.
-Press is not affected by Flash Stopper.
-Press is not affected by Time Slow while moving up.
-Time Man can destroy non-Time Slow blocks when said block belongs to your currently equipped weapon.
-Your level card shows a very large negative number for your average score if you have no levels.
-Item-3 can now fit in one block wide gaps.
-If you get a timeout when loading a random level, you're taken back to the old Misc menu.
-Key doors don't stay open when restarting the level from a checkpoint.
-Magnet Man can clip through terrain when put in a small space.
-If Gemini Laser hits a protected enemy on the frame that it's fired, the game crashes.
-Water does not get stopped by boss plates.
-The description for the weapon capsule is incorrect.
-If you scroll a Press off-screen while it's down, then scroll it on-screen, it will remain at that height.
-The game can randomly crash when using the category shortcut keys in the editor.
-When playing a level with Crash Lifts from the online menu, the game can randomly crash upon starting the level.
-Time Man cannot destroy Time Slow blocks/barriers.
-The game softlocks when getting a server error when loading your profile card.
-Weapon capsules are finally here. Pick them up mid-stage to unlock a new weapon.
-Keys and key doors have been added, which allows you to block off paths until a key is found.
-New bosses: Bubble Man, Wood Man, Magnet Man and Hard Man.
-New enemies: Fly Boy, Fly Boy Spawner, Fan Fiend, Shrink, Komasaburo, Hari Harry, Cannon, Walking Bomb, Gyoraibo, Yambow, Mag Fly and Tama.
-New weapons: Air Shooter, Leaf Shield, Gemini Laser, Brick Drop, Item-1, Item-2 and Item-3.
-New gimmicks: Press, Crash Lift, Wanaan and Magnet.
-New tilesets: Wily stages 1, 2, 4 and 6 from Mega Man 2 and Wily stages 1, 2 and 3 from Mega Man 3.
-New backgrounds: Wily stages 1, 4 and 6 from Mega Man 2, Magnet Man and Wily stage 3 from Mega Man 3.
-Added Wily, Cossack and Mr. X plates to make your boss entrances that much more threatening.
-The online menu has been revamped. It now has a more intuitive interface, along with some new features.
-The level cap has been increased to 20, meaning you can upload twice as many levels as before!
-From now on, the changelog can be displayed in-game whenever a new version is available.
-Added a shortcut for restarting from the last checkpoint. You can do this with Ctrl + R or Weapon Switch left + Weapon Switch Right + Jump + Pause (L + R + A + Start).
-Improved the minimap; it is no longer transparent for better visibility, its color changes depending on the UI scheme and sections with a boss, party ball or energy element are marked with a different color.
-My levels in the online menu has been replaced with My profile, taking you to your new user card. You can still find your uploaded levels here as well.
-Quick Man's tileset more accurately resembles the original.
-Hyper Bomb now explodes after being in the air for a while (e.g. when bouncing on springs).
-Changed the abbreviated names of some weapons.
-Pressing the section toggle icon now produces a sound effect.
-Moving platforms should be more stable now.
-If you pause the game while health is refilling, the sound keeps playing, even if you restart the level.
-If you destroy a Pierobot gear while the clown is falling, the clown will bounce on nothing.
-If you Charge Kick through a boss door with a boss on the other screen, and this boss door is entirely on the previous screen, you can float in the air.
-Teleporting across multiple screens, then touching an element right as you leave the teleporter, crashes the game.
-Switching weapons while only having the Nothing weapon can freeze the game.
-The UI's hand sprite changes when it's grayed out.
-Peterchy's object description has a typo (occassionally instead of occasionally).
-If you Top Spin on a Mechakkero over spikes while it's low to the ground, you die instead of bouncing off.
-Blockies can clip through walls when pushed by a conveyor belt with a specific setup.
-In the UI, the minimap can overlap the scheme change menu, causing weird effects when clicking on both at once.
-The number of shots Crazy Canon fires doesn't get reset when they respawn.
-If you place a Pierobot directly against a wall, facing that wall, it can clip upwards.
-More that I forgot to list here.
-The game is blurry on certain devices.
-Ice Man and Time Man can only break weapon blocks, not weapon barriers.
-Bomb Man cannot break weapon blocks or barriers.
-Added the Energy Balancer. No need to buy it in a shop, this is always active. Whenever you pick up weapon energy when your current weapon's ammo is full, it automatically refills the weapon with the least ammo.
-When hovering your mouse over a favorite, the game now gives you an explanation of dragging favorites to re-arrange or delete them.
-Improved performance thanks to texture page optimizations.
-When a new version arrives, the game now asks you if you want to update the game, rather than download it.
-Reduced Big Fish's hitbox size and nerfed their contact damage.
-The auto-updater still links to the old domain.
-Yoku Block timers aren't affected by Time Slow.
-Charged Atomic Fire deals no extra damage against bosses, even when it's their weakness.
-Defeating a boss, then going in a teleporter at the right time can cause the game to crash.
-Brain Breaks move up continuously when hugging a wall.
-Creating a level with nothing as the primary weapon, then re-loading the level causes the primary weapon to become Silver Tomahawk.
-If you load an example level, then load another level in-editor and attempt to save it, it says you can't save an example level, preventing you from saving your level altogether.
-Jumping on an enemy's head with Top Spin right under a ceiling can cause you to clip.
-Weapon blocks and barriers now have distinct icons.
-Improved the hand tool sprite.
-Charge Man's second background doesn't have a fixed sky color anymore.
-Slightly decreased the hitboxes of Met, Neo Met, Hothead, Skeleton Joe and Colton to better match how much space they occupy in the builder.
-Fixed some mistakes in object descriptions.
-On certain devices, moving the screen can cause small gaps to appear inbetween tiles.
-Clicking a recent item when in the pickups category sometimes crashes the game.
-The game still links to the old domain's Captcha during account registration.
-If you scroll down in the category menu, then switch to a different game with the arrow keys, the scroll isn't reset and the icons are displayed incorrectly.
-The position of the scroll bar is a few pixels off.
-Flame Pillars bases sometimes become non-solid, allowing you to clip through them.
-If you place a Hot Dog in the air and defeat it after it's fallen to the ground, it will teleport to its initial aerial position when defeated.
-Firing two dive missiles at a durable enemy at the same time kills it very quickly.
-Moving an object in the tutorial can crash the game.
-Animated tilesets are not frozen or slown down with Flash Stopper/Time Slow.
-Bosses will be hit twice when you fire two Oil Blobs in the same location.
-Oil Slider blobs can clip through walls underwater.
-Oil Slider blobs keep their momentum after colliding with a wall.
-Attempting to exit the tutorial while the category menu is open, then selecting no, prevents you from placing any objects.
-Breaking a weapon block with Charge Kick from the right is unreliable.
-Breaking a weapon block with Top Spin from the bottom is unreliable.
-Mechakkero stays in its grounded animation when jumping next to a wall.
-When placed in the air, Ice Man, Time Man, Spines and Crazy Razies can clip into walls.
-Blockies can crash the game at random.
-A brand-new level builder interface with tons of new features and a much cleaner look overall.
-Lots of new assets to use in your levels. It's too much to list here, so launch the game and check it out for yourself!
-The game is now called Mega Man Maker instead of Mega Maker due to trademark issues. The logo as well as some textboxes have been changed accordingly.
-New fancy main menu graphics.
-New title theme.
-The online menu now has a different theme from the regular menu.
-New pause menu graphics.
-You can change the color of Pointan (the custom cursor) in Options > Other.
-In the level builder, you can move the screen with the left mouse button while holding control.
-New example levels - Authentic MM1 Oil Man and Authentic MM1 Time Man by TheSkipper1995 and Standup Comedy by SnoruntPyro.
-Gemini Man's tileset has a better-looking ceiling.
-Skeleton Joe bones now rotate properly. (This does not change their hitbox and thus has no effects on gameplay)
-Terrain can become non-solid and enemies can despawn when performing a non-standard screen transition.
-Pointan won't turn into an eyedropper in fullscreen mode.
-The auto-updater behaves weirdly when the game is played in fullscreen.
-After jumping out of a grounded Charge Kick, you can no longer air kick.
-The trees in Ice Man's background have some color issues.
-Conveyor belts can clip you into the wall after you got hit.
-Plant Barrier still makes a healing sound when the game is muted.
-Teleporters reset enemies and gimmicks when teleporting within the same screen.
-If you place a boss, then make it de-spawn in the editor, you can place another boss.
-Conveyor belts become out-of-synch when they are partially offscreen.
-Conveyor belts are still animated during Flash Stopper.
-If you click the middle mouse button while moving an object, the game crashes.
-If you shoot Perfect Freeze then switch weapons or pause, the sound keeps playing.
-Numbers are white instead of very light gray in the font.
-If you Charge Kick through a boss door, then jump right after, you are no longer affected by gravity.
-Conveyor belts can push you through spikes while Skull Barrier is active.
-Upside-down Screwbombers instantly respawn when defeated at the top of the screen.
-Left-facing Force Beams appear in the wrong direction for 1 frame.
-Energy pickups can fill more health or ammo than they should.
-Water's color does not match the background color palette.
-More that I forgot to list here.
-Added Cirno's weapon, Perfect Freeze. Spray dozens of quick projectiles and freeze them whenever you want!
-Added Croakers. What would a Cirno update be without frogs, right?
-Added a cirnosis remix of Mega Man 5's Wily stages theme.
-Autosaving should now be more reliable.
-Drastically optimized the level editor; large levels should now run at a smooth framerate in editor mode.
-Severely reduced lag in the levels themselves. Large levels in particular should have a much smoother framerate.
-Clicking an object with the middle mouse button selects that object, acting like an eyedropper tool. You can also hold Alt while clicking an object with the left mouse button, which can be handy for laptop users.
-Buffed Wind Storm; it now bounces off walls, doesn't get destroyed by enemies if they don't die and can destroy weak projectiles. You can also jump on it to reach higher ground.
-Nado now allows you to hold the attack button to gain height rather than having to mash the button.
-Backgrounds should now match the background color palette.
-Improved camera flexibility in non-standard screen structures.
-When auto-playing a level when the game is already open, it no longer opens a second game window. Instead, it closes the old one and opens a new one. If you've already entered your password in the old window, you do not have to enter it again in the new window.
-Touching a 1-up now plays the 1-up sound on top of healing you.
-Enemy projectiles no longer despawn when above the screen.
-NSF files are split up again, which should make custom (offline) NSF replacements easier.
-You can now slide under Crystal Joe's projectile.
-The Top Man background's animation is slower (it had the same speed as in MM3, but it was hard on the eyes).
-If you collide with a wall/ceiling and a spike at the same time, the wall/ceiling now takes priority, allowing you to survive.
-When a server error happens upon loading a level, the game now displays the error, allowing you to retry rather than softlocking the game.
-Fixed hitboxes for Big Eye, Mechakkero and Robbit.
-You can pause on the frame you die, allowing you to use an E-tank and survive on spikes.
-Quick Lasers shoot again after the game gets paused.
-Skeleton Joes still hurt you when they're down.
-Using Search Snake when hugging a wall has weird results.
-Pole Eggs can destroy solid terrain around them.
-After playing a level from an auto-play link, you're taken back to your own levels rather than the level info card.
-The game doesn't register that you've beaten a level if you played it through an auto-play link.
-Pointan (the custom cursor) can have the wrong size when launching the game through an auto-play link.
-Refilling your health destroys a Crash Bomber explosion.
-If you take the boss to a new screen, the health bar sometimes disappears.
-Mega Man 2 Mets can clip into walls.
-Weapon energy pickups get stuck at the bottom of the screen.
-Vertical boss doors could disappear after transitioning through them with a ceiling/floor in the way.
-If you collect two large energies on the same frame only one triggers.
-Pressing Caps Lock repeats a letter (for entering a level name, password, search term etc).
-If you are on Rush Jet, then jump off and immediately grab a ladder, you can move left and right while on the ladder.
-Loading levels with the same name causes the first level to be loaded (only seemed to happen on certain OSs).
-Nado can zip when hitting a ceiling.
-Stone Man can easily clip into a ceiling when jumping right under one.
-In the pause menu, if you only have one weapon (first slot) and press down twice, you have Silver Tomahawk's palette.
-If you undergo a screen transition while an enemy is exploding, then come back, the explosion is still there.
-Big Eyes can get stuck on walls.
-If you're on a moving platform moving down, you can sometimes clip into floors below you while holding left or right.
-Significantly reduced lag on large levels. This should make most levels run at a consistent frame rate on low-end PCs.
-This is the last time you'll have to update the game manually, thanks to an auto-update system Mors wrote!
-Added support for one-click level plays; the Discord bot has been updated accordingly, so whenever you or someone else tells the bot to display a level, you can click the link and immediately play it without having to enter the ID manually. Please note that you will have to launch the game at least once before making use of this feature.
-The game automatically creates a backup of your level every two minutes. If you quit the game abruptly or if the game crashes, you can load this backup when loading your level again. This should prevent major data loss. Make sure to set your level name as soon as you can, otherwise this backup feature does not work.
-Added Pointan, that cute cursor from the trailer (and Mega Man 10 for that matter). He now replaces your cursor in the editor and menus! You can disable him in the options menu, but you'd make Pointan very sad.
-Added an optional grid in the level builder.
-The level introduction screen is now skippable by pressing Jump or Start/Pause.
-You can now log out through Extras > Profile > Log out.
-You can also press Control + S in the editor to save your level.
-You can now decrease an object's number (e.g. that of Yoku Blocks or Time Bombs) by pressing the right mouse button.
-The "Log in" now displays "Log in instead" to make it more obvious that this is not the button to click for account creation.
-The background color palette in the settings category now better matches the colors used in actual backgrounds.
-"Got stuck on left" errors removed in favor of no camera boundaries. It may still look weird, but at least it doesn't crash the game.
-Shine and Nado now have 8-bit sound effects.
-Green Quick Lasers now have a custom draining sound effect.
-Tiles now only "attach" to section borders when that section isn't used. In other words, whether or not a section is connected doesn't have an impact on tiles anymore. This should fix a bug where some terrain isn't solid (levels created in previous builds may still have non-solid terrain, though).
-Whenever you create a new level, the default music is randomized; this should get rid of the overuse of the Cut Man theme.
-When the game fails to upload your level, it now asks you if you want to try again (previously it automatically re-tried up to five times, but people wanted to see this changed).
-Changed the way the Charge Kick Double Jump works. Previously, you had to switch weapons during the Charge Kick before being able to double jump; now, you can double jump regardless of whether you switch weapons or not, but you can only do so at the end of the slide. Mega Man flashes to indicate when you can double jump.
-Tutorial theme is Time Man instead of MM7 intro stage.
-The nado climbing glitch.
-Plant Barrier can absorb the MM1 Fire Block's and the MM1 Elec Block's "projectiles", whereas Star Crash and Skull Barrier get destroyed by them.
-Dying on the same frame a transition happens crashes the game (playerCameraInit error).
-Whenever you use Rush Jet while transitioning screens, if you switch off of the jet at any point during the transition, the game crashes.
-Enemy drops such as weapon energy persist after leaving a screen.
-Going through a boss door during the victory jingle crashes the game.
-Pressing Escape in the tutorial while placing an object, then selecting No will prevent you from placing anything.
-Enemies can still get hit while the game is paused.
-Mute does not get rid of the sound made by an E-tank or M-tank filling your health up.
-If you place both a boss and party ball in a level, then play the stage and beat it through the party ball, you can place another boss.
-Quick lasers don't reset when switching sections.
-If you jump on the frame you land, you always do a full hop even if you let go of the jump button early.
-Sliding under a ceiling and trying to climb down a ladder forces you into the ceiling.
-If you Charge Kick under a ceiling you do not stop sliding even if you're in the air, sometimes preventing you from moving.
-If you load a level offline (build) then enter an ID online, it will display Edit instead of Play.
-Quick switch weapons on the same frame you pause, then unpause without moving in the menu -> use ammo from a different weapon.
-Collisions with yoku blocks are a bit glitchy.
-You can slide through spikes with Skull Barrier.
-If you perform a frame-perfect jump on spikes, you don't die.
-If you throw a weapon on ice, you stop immediately instead of sliding.
-You can't Charge Kick into Charge Kick blocks/barriers when standing a few pixels away from them.
-If you get hit into a spike, then wait until your invincibility runs out and walk into the spike, you don't die.
-If you use Flash Stopper, then scroll a Time Bomb on screen, it won't be solid.
-Enemies sometimes don't spawn properly.
-Sometimes the screen randomly stops scrolling, preventing you from progressing until you restart the stage.
-Removed Winamp in favor of the Chiptune Player. This means there will no longer be random Winamp errors on startup and the volume won't reset itself every time a new track is played.
-Significantly reduced lag on lower-end PCs.
-Water now goes through Dust Blocks and Pole Eggs.
-Nado still played a sound while the game is muted.
-Pickups get stuck at the bottom of the screen.
-Plant Man doesn't work properly when offscreen (his shield disappears immediately)
-Dying on just the right frame can crash the game.
-Enemies sometimes don't reset their position when changing screens.
-You can now log in. This could be useful if you've created an account on another device or if you created an account during high server load and were stuck.
-You can now press Ctrl + V in message boxes to paste from your clipboard.
-You now have the ability to mute the game in Options, because the Winamp DLL made this impossible through Windows Volume Control.
-Reduced Timed Bomb's explosion hitbox size.
-Changing weapons while in Charge Kick makes you slide forever.
-Creating a level offline, then creating an account and uploading that level makes the game think you didn't create the level, preventing you from uploading it.
-Placing Mega Man on spikes (upon spawning) softlocks the game.
-If you put a screw bomber on a ceiling in a vertically scrolling area moving down, they'll appear in the ceiling.
-You move 1 pixel down if you Charge Kick off a cliff.
-If you win while on a ladder, you can still move.
-Pickups still have gravity off-screen.
-Weapon blocks/barriers can reflect Fire Storm shield.
-You can add multiple bosses by placing a party ball, removing it, then adding another boss.
-You cannot vote for a level after playing it through the "Enter ID" menu.
-If you place a lot of water the editor lags a bunch.
-When placing blocks near a closed section border, then opening that border (making it connected) this terrain will not be solid.
-Spawning/transitioning inside a Dust Block makes you get stuck.
-Falling below the map can crash the game.
-The whole game!
Mega Man Maker is a fangame where you can create and share your own Mega Man levels. You can make traditional Mega Man levels, a series of puzzle chambers or even automatic levels, anything goes! On top of that, you can play thousands of levels uploaded by other players, allowing you to create and customize your very own Mega Man experience.
The game packs many features to help you achieve this. The stage builder allows you to select from many enemies, level objects, bosses, special weapons, backgrounds, tilesets, music tracks and more! On top of that, there's an interactive tutorial to help you get going, several quality-checked example levels, customization for your in-game profile, the ability to rate other people's levels, controller support and several other features to discover.
Mega Man Maker is a game which is still in active development. We will continue to bring you new content trough each major update and we plan to include assets from other Mega Man games, as well as entirely new features as we progress. Thank you for your support and stay tuned for the future updates!
Mega Man Maker's server is being hosted by OneProvider, so please check them out as well!