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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)
Developer: Capcom
Publisher: Capcom
Platform: NES
Released in JP: December 24, 1988
Released in US: June 11, 1989
Released in EU: January 1991

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).

To do:
  • Leftover rooms from Mega Man.
  • iam8bit 30th Anniversary version differences (patch)


Read about prerelease information and/or media for this game.
Prerelease Info

Unused Sprites

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

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.

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.

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.

An acid sprite being cut? Now that's gotta sting!
Unused sprite for the Acid in Wily 5.

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.

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

Jeepers! These are the weirdest background tiles I've ever Met!

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

MegaMan2 UnusedFlashManTiles.png

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

MegaMan2 UnusedWoodManTiles.png

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.

MegaMan2 UnusedWoodManTiles1.png

As a forest stage, it has plenty of green tiles, but these ones are unused.

Quick Man

MegaMan2 UnusedQuickManTile.png

An unused background tile for Quick Man's stage.


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 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.

(Source: TASVideos)

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.

Wily Stage1 Leftovers.png
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

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Wood Man

Autumn forestPink forest

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
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.
A "whoosh" sound similar to Top Spin from Mega Man 3 placed just before the death sound. Unknown purpose.
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.

(Source: Superjustinbros)

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
MM2Copyright.png MM2Copyright-PAL.png

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
This game is too hard Oddly enough, "Normal" is not actually normal. Mega Man 2 (Anniversary Collection) title.png


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
P as sword? Oh, that makes much more sense

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
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.


A couple of typos in the staff roll were fixed for the international versions.

Japan International
Rockman 2 Character Designers.png Mega Man 2 Character Designers.png

Character Designer was fixed.

Japan International
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.


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.