It's not an official Capcom game but I'll take a crack at it.

Mega Maker, a fan made game developed by WreckingPrograms, allows you to create Mega Man stages and upload them on the Internet. It's a brilliant step up from Mega Man Powered Up's level editor, which was first released on the PSP in 2005.

You're free to choose assets from Mega Man all the way up to Mega Man 6. Not all robot masters are available but there's plenty enough to choose from and each element is fully customizable (with options such as enabling and disabling robot master weaknesses). You may be wondering why the assets only go up to Mega Man 6. My guess is that they borrowed the assets from Mega Man Legacy Collection and that game only goes up to the number 6.

Unlike Super Mario Maker, creating levels in Mega Maker is a room-by-room process. You're given a single room to work with; where you place tiles, platforms, obstacles, enemies, and backgrounds, before moving on to the next room and doing it in another, slightly different way.

You can build stages that go backwards, forwards, upwards, downwards - the amount of freedom in this game is crazy. You can even set up Mega Man's weapons and what type of charged buster he starts the level with.

You can design robot masters to attack from the start of the level and use the vast network of assets to make it a unique experience. For instance, one of the user-made levels has Metal Man stalking Mega Man from the skies and throwing metal blades. The aim of the level is to navigate through various obstacles before fighting the robot master at the very end on equal footing. It's pretty intense.

Mega Man levels are usually completed by defeating a boss at the end, but in Mega Maker, you're blessed with three options to finish a level. You can either reach a beacon that Mega Man just needs to touch, shoot an 8-bit version of the flying orb in Mega Man 8, or partake in the standard robot master showdown.

Like Super Mario Maker, you need to survive your own level before you can upload it to the internet. But unlike Super Mario Maker, you can toss in all the checkpoints you want and just finish the level once. After completing the level, you can either give it a thumbs up or a thumbs down.

If history has taught us anything, it is that once you hand over the keys of the kingdom to anyone, they will create the most diabolical and disgusting levels ever seen. Mega Maker is no different. I have seen levels that are pure garbage with lazy architecture, as well as bizarre combinations of tiles that are hard to look at. You also get those levels with enemy spams and rooms full of spikes that are instant kills.

The game is already amazing as is but lacks a certain polish to it. I would have preferred a simpler way of navigating around the large amount of assets. Some hot keys would definitely be helpful, but that's just me nitpicking some small details.

The highest point of this game are the infinite levels that many Mega Man fans put in here. You may get levels that are full of enemies that throw a ridiculous amount of stuff at you, but at the end, it's all about platforming. And that's what Mega Man is all about.

About the author: Jon Castillo

Jonathan is hiding from a lynch mob after messing with the wrong basketball team. His favorite song is "Boys do Fall in Love" by Robin Gibb.

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