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Mega Man 2

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Title Screen

Mega Man 2

Also known as: Rockman 2: Dr. Wily no Nazo (JP), Rockman 2 (TW, CN)
Developer: Capcom
Publishers: Capcom (JP/US/EU), Ubisoft (TW, CN)
Platforms: NES, Windows
Released in JP: December 24, 1988
Released in US: June 11, 1989
Released in EU: January 1991
Released in CN: 2001 (Rockman 1-6 Collection)
Released in TW: 2001 (Rockman 1-6 Collection)


CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article
DCIcon.png 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).

Hmmm...
To do:
  • iam8bit 30th Anniversary version differences (patch)

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
MegaMan2MetoolThing.png
Unused Level Data
Tiles, Blocks, Palettes, there's definitely something left here!
MM1 Cutman Block.png
Unused Rooms
Leftovers from the past...

Unused Sprite Graphics

Unused graphics not related to the actual levels.

Mega Man 1 Leftovers

MM1 Leftovers Super Arm.png
A leftover tile of Mega Man holding something, just like in Mega Man 1 when using the Super Arm.

MM1 Leftovers itens.png
A leftover 8x8 tile of the Mega Man 1 weapon energy pickup.

Bosses

Quick Man

Quick Man never was a straight shooter...
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.

Extra shiny!
Unused sprite intended for Quick Man's intro animation.

Flash Man

Pretty cool pose!
Unused sprite for Flash Man. It appears to be either for falling off a platform, or for firing his gun when in midair.

Wily Machine

Looks like Wily had some things left over...
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.

Enemies

Friender

Give paw! Not like that!
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.

Acid

An acid sprite being cut? Now that's gotta sting!
Unused sprite for the Acid in Wily Stage 6.

Other

Did you mean: 'room', 'emptiness', 'time to spare', 'vacancy'

These katakana symbols ("aki") were used to fill empty spaces in the enemy graphics. They mean, appropriately enough, "emptiness".

Unused Sprite Data

Mega Man

MM2 - Mega Man (Unused Mega Man Stunned).png
​​$1A

A leftover sprite of Mega Man stunned by Guts Man's earthquakes in Mega Man 1. Most of this sprite has been overwritten by the new energy pickup graphics.

MM2 - Mega Man Stopped (Unused Super Arm).gif
$10, $11

MM2 - Mega Man Inching (Unused Super Arm).png
$12

MM2 - Mega Man Walking (Unused Super Arm).gif
$0D, $0E, $0F

MM2 - Mega Man Jump (Unused Super Arm).png
$13

Various remnants of Mega Man using the Super Arm. Like the stunned sprite, these have largely been overwritten by new graphics.

Flash Man

MM2 - Flash Man (Unused Jump).png
​​$85

Flash Man never shoots while jumping in the final game.

Unused Item Drop Code

Hmmm...
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.

(Source: TASVideos)

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
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.

Regional Differences

Rockman 2: Dr. Wily no Nazo would release outside of Japan as Mega Man 2 in North America and Europe. In 2001, officially-licensed collections of the first six Rockman games were released in Taiwan and China. The version of Rockman 2 in those collections is based on the North American release, just with a few changes. In 2004, another collection would release this time in North America for the GameCube and PlayStation 2 including an Xbox version in 2005. The version of Mega Man 2 in that collection is based on the Rockman Complete Works version on the PlayStation.

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 Taiwan / China
MM2 - Copyright Screen (Japan).gif MM2Copyright.png MM2Copyright-PAL.png MM2 - Copyright China.png

Opening

International Taiwan / China
MM2-Intro1.png RM2CH-Intro1.png

All instances of "MEGAMAN" in the intro were changed to "ROCKMAN".

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).

The title logo in the Taiwanese and Chinese release was reverted back to the original Japanese one sans subtitle, although in a rather sloppy way as the right and bottom edges of the "N" end up getting cut off (which is especially odd considering that other games in the collection simply edit the "Mega Man" logo to read "Rock Man"). The rest of the screen is the same as the International versions, right down to the difficulty select.

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 Taiwan / China Anniversary Collection
This game is too hard Oddly enough, "Normal" is not actually normal. RM2CH-Title.png Mega Man 2 (Anniversary Collection) title.png

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 / Taiwan / China
P as sword? Oh, that makes much more sense

Stage Select

Crash Man is known as Clash Man in Rockman 2. However, in May of 2024, Mega Man director Akira Kitamura confirmed via Twitter that his name was always intended to be Crash Man instead of Clash Man. Mega Man: The Power Battle goes with the localized name in the international versions.

Japan International / Taiwan / China
Clashing all over the place This Robot Master has performed an illegal operation and will be shut down. Wow, that joke was so old, it's pungent.

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 / Taiwan / China
Rockman 2 Character Designers.png Mega Man 2 Character Designers.png

Character Designer was fixed.

Japan International / Taiwan / China
Rockman 2 Sound Programmers.png Mega Man 2 Sound Programmers.png

And so was Sound Programmer.

Japan US Europe
Capcom U.S.A. Co.,Ltd.

Also, the "Presented by" was altered due to the different Capcom divisions.

Oddities

X Hidden in Password

In-Game Changing Palette
Normal Please mark the X

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.

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.

(Source: Superjustinbros)