Mega Man (Game Boy)
Also known as: Rockman World (JP); Mega Man: Dr. Wily's Revenge (US, EU Box Art and Virtual Console)
This game has a prototype article
This game has a prerelease article
Mega Man makes his Game Boy debut, starting a tradition of mixing bosses from a corresponding NES counterpart and its succeeding installment.
Early Fire Man Stage
On the stage select screen, change memory address $DF8C to $08 or use GameShark code 01088CDF, and press Start. You should be taken to an early version of Fire Man's stage. Only three objects exist here: an extra life, a large weapon pickup, and Fire Man.
The stage layout is very different from the stage found in the final game, and even the one found in the prototype! It does share some elements with the prototype version's level, though. It is also worth noting that this stage exists in the prototype as well, and can be accessed exactly the same way.
- Its default background music is an "unused" track not heard anywhere else in the game (see below).
- The background tiles are darker.
- Both the prototype and this version of the stage use tiles that go unused in the final version (see below).
- The twin boss doors are in place. Like in the prototype, they don't actually work, so the designers put a ladder in place to reach Fire Man.
- Oddly, defeating Fire Man in this stage earns the player the Atomic Fire ability, rather than the Fire Storm.
A simple drill enemy is present with the rest of the enemy graphics, but it's never used in the final game. However, it is used in the prototype, where it simply drops down from the ceiling and rises back up.
Its name, Drillun, is located in the ROM with the rest of the enemy names found in the credits. It comes right before the Cutting Wheel.
Set ROM address 0x1404E to $0D to replace the first Screw Driver enemy in Cut Man's stage with a Drillun.
This enemy, used as part of a boss fight in Mega Man 2, never appears in this game. All that remains of it is its sprite and name in the enemy list.
Early International Title
At some point, the US and European versions were going to keep the "World" suffix that the Japanese version used. No idea why they decided to change it. Curiously, the Mega Man 11 trailer video does refer to the Game Boy Mega Man games as "Mega Man World series".
Interestingly, the location of the TM on the final title screen seems to match up with the early "World" title.
One track is unused in the game through normal means. It seems to be an alternate version of the ending theme, but is instead used in the prototype version of Fire Man's stage (shown above).
A few level tiles are unused in the final game. Some of those tiles appear in a prototype version of Rockman World.
While Cut Man's stage does have plenty of bottomless pits, there aren't any spikes present. In addition, if one of these is placed in the stage, it is miscolored and does not harm Mega Man at all.
Tiles for a boss door. These were used in the prototype, however the final game uses different door graphics, rendering these tiles unused. The equivalent door graphics for every other stage no longer exist.
Some unused cloud tiles. These should have appeared at the bottom of the screen, but don't.
These tiles are used as a border for the Dr. Wily logo in the prototype and early versions of the level. For whatever reason, they're not used in the final version.
Ceiling spikes. These never appear in Ice Man's stage, or anywhere else in the game for that matter.
Wily's Fortress has no ladders...in the final version, anyway. They do appear in a room of the prototype, though.
Two different blocks and what appears to be ceiling and floor spikes. The prototype uses the first block in one room. The first block appears similar to the blocks from the Pico Pico boss fight in Mega Man 2.
Other Unused Graphics
More boss door tiles, found among other "global" tiles like the Wily logo. While these use the exact same design as the boss doors used in-game, the used boss door is a sprite, while this unused door here is stored as a tile.
|Pre-release Mockup||Final Game|
Here's how the display would look if they were still part of the HUD. They're no longer used in the final game, leaving white space where the meters should be.