Energy Elements are collectible items in the Make a Good Mega Man Level series. They act as the end-of-level collectible in all MaGMML games to date. They are also used as the end-of-level marker in Mega Man Maker.
Energy Elements were first mentioned in Mega Man 3, as extraterrestrial energy sources gathered to power Gamma; however, they never made a physical appearance in the game itself. In the MaGMML series, they use the appearance of the unnamed level ending orb from the original Mega Man (Though said game's manual implies it is a Robot Master's "central core"). Collecting an Energy Element refills the player character's health and all weapon energy, and immediately teleports them out of the level.
Under normal circumstances, Energy Elements can be used to power highly advanced machines, such as Gamma or Wily Machine TROPHY. However, Energy Elements are highly impressionable by extraplanar energies, absorbing them and growing dramatically in power. Under these circumstances, the owners of large quantities of Energy Elements can utilize them to manipulate the fabric of time and space, or create entirely new objects from their energy. In the events of Make a Good Mega Man Level: Episode Zero, it is revealed that several Energy Elements had absorbed energies from the Super Genesis Wave that occurred at the end of the Worlds Collide arc of the Archie comics and become volatile. These volatile Energy Elements were the reason for the opening of the Wargates seen previously in Scooby Doc 4 and again in Episode Zero itself.
- The entries Level and Mix & Match forgot to put Energy Elements at the end. They were put in post-judging.
- Previously in Make a Good Mega Man Level 2, Zero postulated that Energy Elements were themselves sapient, and thus able to react to the whims of their owner. This idea has since been stated to be false.