If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
Mega Man 4
Mega Man 4 |
---|
Also known as: Rockman 4: Aratanaru Yabou!! (JP, translated as "Rockman 4: A New Ambition!!")
![]() |
Mega Man 4 is the first Mega Man game to have someone other than Dr. Wily as the final boss!
Oh wait, no, never mind.
Contents
Sub-Page
Prerelease Info |
Palette Editor
In all versions, the Game Genie code PAEAPEGE activates a palette editor, similar to the one seen in Mega Man 5. Unfortunately, it's currently unknown where this code is actually supposed to be called from.
Unused Corridor
In Toad Man's stage, if you use a walk-through-walls code or edit the stage and move to the right side of the room just before the first Escaroo (room $0F, in the stage data), there is a completely empty corridor that's two screens wide (rooms $18 and $19) and has no exits. While a number of games – including this one – house empty screens or screens filled with junk data, they're generally left unlinked in their stage. Given this game's nature of having side-areas and detours, it seems likely that the black corridor was going to be one such side-area, but was discarded before release.
Unused Object/Sprite Graphics
Drill Man
This sprite block is a duplicate of a background block, located in the same sprite bank as the switch from Drill Man stage. While the background version of this block is used all over the stage, the sprite version isn't used.
Furthermore, there is a variant of the switch which is also unused: the switch that is found in the stage changes a background palette to make some background areas "appear", what the unused variant does is change a sprite palette to the same values as those used by the background version of this block.
In other words, these two things go together: they had meant for a variant of the switch to make this sprite block appear.
Pharaoh Man
While the sphinx miniboss seen in early pre-release material is nowhere to be found in the final game, remnants of a revised version of the enemy remains within the game's graphic banks. There's a smaller version of the boulder that the miniboss would release, a slightly different sprite for the snake that would adorn its crown, what appears to be a newer version of the projectile the snake would've shot (in prerelease footage, the snake would shoot standard enemy bullets), and a lower jaw piece for the sphinx.
Ring Man
Found near the graphics for the minibosses are this odd ring. It bears a resemblance to the Ringring enemies that populate the rest of the stage, suggesting that this may be an early version of those enemies.
Dive Man
A sprite exists within Dive Man's graphics for his shoulders. In the final game, Mega Man's bubble graphic is erroneously used in place of this.
A robot based on a sea lion. Intended for use in Dive Man's stage, it would've tossed the bomb it carried at Mega Man and swim off.
Located near the graphics for the Moby miniboss is this odd canister sprite. Its purpose is unknown.
Skull Man
An alternate, slightly thinner version of Skull Man's buster exists within his graphics.
Cossack Citadel & Wily Castle
Unused sprites of fire exhaust for the Mothraya boss. It would've been placed under its giant jetpac tanks, explaining why it was able to stay afloat.
A sprite exists for Kalinka blinking.
It appears that Dr. Cossack was supposed to have a proper talking animation.
There exists an alternate version of Dr. Wily's trademark eyebrow wiggling taunt, as well as a pointing and talking animation much like with Dr. Cossack. The former sprite ended up being used in Mega Man 5.
Unused Enemies
A bizarre unused telescope or plunger enemy with a flashing light in the middle. Assumedly, it would extend whenever Mega Man got close and its flashing light is its weak spot.
A wheeled turret on extended legs.
Miscellaneous
Assorted background tiles that are never loaded. They seem to be labeled "B1".
Regional Differences
Title Screen
Japan | International |
---|---|
![]() |
![]() |
The copyright was (once again) moved to the beginning of the game's boot up.
Cossack Catcher
In the Japanese version, the Cossack Catcher starts moving earlier.
- Pages missing developer references
- Games developed by Capcom
- Pages missing publisher references
- Games published by Capcom
- Games published by Nintendo
- NES games
- Pages missing date references
- Games released in 1991
- Games with unused enemies
- Games with unused graphics
- Games with debugging functions
- Games with regional differences
- Mega Man series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with debugging functions
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Capcom
Games > Games by platform
Games > Games by publisher > Games published by Capcom
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 1991
Games > Games by series > Mega Man series
The Cutting Room Floor > Unimportant Awards > NES games