Mega Man 2
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Also known as: Rockman 2: Dr. Wily no Nazo (JP, translated as Rockman 2: The Mystery of Dr. Wily)
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Mega Man 2 is, as you may have guessed, the second entry in a very long-running series. Introducing many new concepts and 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.
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Contents
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| Prerelease Info |
Unused Sprites
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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.

Unused sprite for Quick Man firing while standing. Since he only fires his Quick Boomerangs at the peak of a large jump, this sprite is never used.
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Unused sprite intended for Quick Man's intro animation.
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Unused sprite for Flash Man. It appears to be either for falling off a platform, or for firing his gun when in midair.
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Unused sprite for the Acid in Wily 5.
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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.
Unused Level Palettes
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 unanimated. 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 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.
Sound ID 40. A "whoosh" sound similar to Top Spin from Mega Man 3 placed just before the death sound. Unknown purpose.
Sound ID 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 Atomic Fire is called: when Heat Man encases himself in fire, and then again when he charges at the player. However, 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.
Hacking the game (or using a Randomizer) to replace the "Enemy Hit" sound effect with a shorter sound will cause both usages of the Atomic Fire sound effect to play successfully.
Regional Differences
Title Screen
| Japan | International |
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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 and Anniversary Collection.
Password
| Japan | International |
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The erroneous "Pass Word" was corrected in Mega Man 2.
Clash or Crash?
| Japan | International |
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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.
Big Fish
In the Japanese version, you don't receive any collision damage if you are hit by the "Big Fish" enemy that appears in Wily Stage 3. This was adjusted in the international versions, where 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 | USA | Europe |
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Also, the "Presented by" was altered due to the different Capcom divisions.
- Pages missing developer references
- Games developed by Capcom
- Pages missing publisher references
- Games published by Capcom
- NES games
- Pages missing date references
- Games released in 1988
- Games with unused code
- Games with unused graphics
- Games with unused sounds
- Games with regional differences
- To do
- Mega Man series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Capcom
Games > Games by platform > NES games
Games > Games by publisher > Games published by Capcom
Games > Games by release date > Games released in 1988
Games > Games by series > Mega Man series
















