Mega Man 2
Mega Man 2 |
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Also known as: Rockman 2: Dr. Wily no Nazo (JP) This game has unused code. This game has a prerelease article This game has a Data Crystal page |
Mega Man 2 is, as you may have guessed, the second entry in a very long-running series. It introduced many new concepts while also improving on all the flaws of the original. This game is considered by a number of fans to be among the best of the series, which is quite impressive for a game made entirely in the developers' spare time while working on another game (said game being the Japan-only Pro Yakyuu? Satsujin Jiken!, for anyone curious).
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Contents
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Prerelease Info |
Unused Sprites
A leftover 8x8 tile of the Mega Man 1 weapon energy pickup.
This small detail was supposed to close Friender's front paw, but it was either removed or forgotten due to going out of the area the Frienders stand. Of note, in Friender's updated sprites from Mega Man: The Wily Wars, the opening in the front paw was just closed with a black outline, and its shading makes the difference between the other paws more apparent.
Sprite for Quick Man shooting while standing still. While this sprite IS used during normal gameplay, it only appears for a single frame right before he jumps after blocking a projectile, meaning it's unlikely players will see this sprite in-game.
Unused sprite intended for Quick Man's intro animation.
Unused sprite for Flash Man. It appears to be either for falling off a platform, or for firing his gun when in midair.
Unused sprite for the Acid in Wily 5.
Located near the graphics for the Wily Machine is an unused duplicate of the sprites used for the fight itself. The first one is an unused sprite that would've given Wily some much needed back support, the second is for the ball on his machine, which would've flashed for some reason, and the third is an earlier version of the debris that shoots off the Wily Machine at the end of the first phase of the fight. It should be noted that the sprite of the ball is present and identical on both versions of the sprites.
Unused Level Tiles
Metal Man
A tile to be used in the center of horizontal screws with five tiles. Only vertical screws use more than five tiles.
Crash Man
Hidden amongst the background tiles is what appears to be a Met generator, judging by the Met-sized mouth and (obviously) Met-like features. This is probably the most significant and mysterious set of unused tiles in the game.
Flash Man
Two unused platform tiles. Top-left and bottom-left corners exist as well, which actually were used in a single room.
An unused background tile. While a similar tile with no shadow is used twice in a single room, this one isn't.
Wood Man
While the cave terrain only has shading on the bottom, there are unused tiles that would've added details to the left and right walls and the "stalactites". The walls may have been scrapped due to not having space for corner tiles to link them with floors and ceilings.
As a forest stage, it has plenty of green tiles, but these ones are unused.
Quick Man
An unused background tile for Quick Man's stage.
Other
These katakana symbols ("aki") were used to fill empty spaces in the enemy graphics. They mean, appropriately enough, "emptiness".
Unused Item Drop Code
To do: Find out how to activate this by whatever means. |
There is coding in the game for enemies to drop E-Tanks upon death, but the code is typically rendered inaccessible due to its potential game-breaking effects. Footage of this in action can be found on a Capcom sales VHS tape at roughly 12:14, suggesting it was removed late into development.
Mega Man 1 Leftover Rooms
In the game's level maps, an arrangement of tiles representing Cut Man's boss room and entryway are present in Metal Man's stage in a different part of the memory.
Almost every room needed for Wily Stage 1 is also present. The only one that's missing is the first room containing a big Life Energy.
Unused Level Palettes
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
Wood Man
Wood Man's stage has two sets of unused palettes. Since it is part of the animation space, the palettes will cycle.
A 2011 interview with planner Akira Kitamura sheds some light on this:
In MM2, in the forest at the beginning of Wood Man’s stage, I had [Nobuyuki Matsushima] code it so that if you used Atomic Fire on the trees, everything would burn up and the Batton (bat enemies) would all fly off. Sadly that ended up getting removed from the game. (laughs)
A similar effect would later be implemented in Slash Man's stage in Mega Man 7.
Quick Man
The palette for Quick Man's stage is not animated, but forcing it to animate reveals that the Force Beams throughout the stage once palette cycled between two frames. This was disabled because it causes problems with the hall of Changkey Makers.
Wily Stage 2
In Wily Stage 2, there is a palette cycle intended for one more frame of the turbine cycle, which would make them rotate a bit slower.
Unused Sounds
There are three unused sounds. Edit offset x3DC59 to any of these values, then select Flash Man's weapon to hear them.
Sound ID | Audio | Description |
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22 | Sounds like an explosion. It is placed between the sound effects for Time Stopper and Metal Blade meaning it was likely used for a weapon. | |
40 | A "whoosh" sound similar to Top Spin from Mega Man 3 placed just before the death sound. Unknown purpose. | |
33 | Sounds similar to many fire based enemies in Mega Man 6. It's placed near the boss door sound and was likely meant for Heat Man's stage. |
Heat Man's Hidden Atomic Fire Sound
When fighting Heat Man, there are two instances when the sound effect for firing the Atomic Fire is called: when Heat Man encases himself in fire, and then again when he charges at the player. However, when Mega Man attacks Heat Man, the normal "hit" sound effect lasts enough seconds to overwrite the game's attempt to call the first Atomic Fire sound- only successfully calling up the second usage of the sound under normal circumstances.
There is a way to hearing it properly, though: by pausing the game immediately after hitting Heat Man will cause both usages of the Atomic Fire sound effect to play successfully.
Regional Differences
Copyright Screen
In the screen that appears when you boot up the game, the Japanese version starts with the publishing year (1988), then changes into the publisher's name (Capcom). The US and European versions on the other hand, contains the copyright information. In Mega Man Anniversary Collection, the Japanese version of this screen is used, except the year is changed to 2004.
Japan | US | Europe |
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Title Screen
Rockman 2 has a copyright tag and trademark symbol on the title screen. Mega Man 2 moves all copyright information to the start of the game, and also moves the building down a bit to accommodate the larger title graphic.
Rockman 2 does not have difficulty levels, and is equal to the Difficult mode in Mega Man 2. The Mega Man 2 port found in Mega Man: The Wily Wars has no difficulty selection for all versions, due to it being based on the Japanese game, as does Complete Works (whose only other change to the title screen was updating the copyright date to include 1999).
Due to Anniversary Collection being based on Complete Works, it does not re-implement Normal mode either; in addition, the title screen logo was achieved by overlaying a texture over it alongside redrawing the two. Anniversary Collection also has a bug where skipping the prologue then waiting for the game to eventually reset will cause the former instance(s) to not be cleared and get overlaid with the new text.
Japan | International | Anniversary Collection |
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Password
All instances of the word "Pass Word" were corrected into "Password" in Mega Man 2, but in the Anniversary Collection version, it still says "Pass Word".
Japan | International |
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Stage Select
Crash Man is known as Clash Man in Rockman 2. It's likely the name was always meant to be Clash Man, as it is kept in Mega Man II (GB) in all regions, though Mega Man: The Power Battle goes with the localized name in the international versions.
Japan | International |
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Big Fish
In the Japanese version, the player doesn't receive any damage if hit by the "Big Fish" enemy that appears in Wily Stage 3. While the damage animation is produced like normal, no health is lost in the interaction. This was adjusted in the international versions, and they inflict 10 units of damage.
Credits
A couple of typos in the staff roll were fixed for the international versions.
Japan | International |
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Character Designer was fixed.
Japan | International |
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And so was Sound Programmer.
Japan | US | Europe |
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Also, the "Presented by" was altered due to the different Capcom divisions.
Oddities
In-Game | Changing Palette |
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There are several Xs in the password table, as well as drop-shadows on the numbers. However, because they have a black palette on a black background, they are impossible to see normally.
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