Mega Man X

Mega Man X is the first game in the series of the same name. That's why it's called the Mega Man X series. Hrm.

Map Editor Mode


A map editor can be enabled in this game with the following PAR codes:

Pressing Start will then bring up the map editor.

Instructions:

Controller 1
 * D-pad: Move screen.
 * A: Toggle layers.
 * B + d-pad: Increase cursor speed.
 * Y: Toggles index values / collision data for tiles.
 * L + R + X: Exit map editor.

Controller 2
 * D-pad: Move tile cursor.
 * A: Copy selected tile.
 * B + d-pad: Increase tile cursor speed.
 * Y: Place tile.
 * L, R: Cycle through tiles.

Anglerge
Use the PAR code before fighting the first Anglerge



There is a third kind of Anglerge boss in the game. The subID for this Anglerge is, while the subIDs for the two Anglerges in the final game are and. This Anglerge only blows air at X. Since the first Anglerge sucks air in, and the second Anglerge both sucks air in and blows air out, this was probably meant to go in between the two.

The palette is incorrect: the game pulls the palette information from a place that's clearly not supposed to be used.

Hoganmer


This enemy is coded to jump when its shield is destroyed. The Hoganmer will jump a short distance (32 pixels?) towards X, then when X is in range, it will attack. Since it's impossible to destroy that shield in the final version, this behavior is never triggered. Uaik7zXlGKc

A broken shield can be found with the rest of Hoganmer's graphics.

Jellyfish
Use the PAR codes +  at the beginning of Launch Octopus' stage to see this enemy in action.



This enemy doesn't appear at all in the game, and its behavior is completely unique. It has the same ID as the Sine Faller enemy, but has a subID of 1. The enemy falls down from the ceiling and swoops back and forth. When it collides with the ground, it drills into it, leaving only a small part of its sprite visible above ground. It only takes 1 hit to kill. The enemy graphics are loaded at the start of Launch Octopus' stage; they're replaced after the first Anglerge boss is destroyed.

Tombot Generator
Use the PAR code to generate this object



This unused object spawns Tombots! It starts out closed, then the hatch opens and 2 Tombots fly out. The direction the Tombots are spawned depends on this object's subID. This object can only be damaged when the hatch is open; shots will bounce off when it is closed. When it is destroyed, it starts smoking from the bottom for a bit, then stops.

The graphics are still in the ROM, compressed, though they're never loaded anywhere.

Unused Zero Palettes


Zero has two palettes in the ROM that aren't used in-game at all. Presumably they are for some kind of charging effect. In the final game, his head crystal glows to indicate charging.

These palettes are located at in the ROM.

Unused Audio
This is sound effect #. This seems to be a test of the game's audio system, with tones at different levels and volumes. The PAR code will allow this sound to be played in the sound test.

Unused Boss Entrance Room


Directly above Launch Octopus' boss entrance room is a duplicate entrance. This cannot be seen in the normal game as there is no vertical scrolling at this point.

Sample Text


These are unused in the game. The text looks like it's left over from a gaming expo copy.

Congratulations


A message of unknown purpose.

Continue/End


This menu actually uses four different text IDs (one for the continue / end text, one for the top and bottom border, and two for the left and right borders). It could be a debug menu (something similar appears in Super Metroid), or a game over menu. Similar menus pop up in the NES Mega Man games.

These tiles are hidden with the rest of the game's graphics, but are never loaded. The border and GAME OVER letters might have been used for this screen, but they might also have been imported from an entirely different game.

There's some tile mapping for the GAME OVER text starting at

Debug Text


This on the other hand is obvious -- it's text for an object viewer. Similar object viewers also appear in Mega Man 6 and Mega Man 7. Unfortunately, it seems to have been removed from all versions of the game. There is no routine that brings this text up.