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Mega Man 6

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Title Screen

Mega Man 6

Also known as: Rockman 6: Shijou Saidai no Tatakai!! (JP)
Developer: Capcom
Publishers: Capcom (JP), Nintendo (US)
Platform: NES
Released in JP: October 5, 1993
Released in US: March 15, 1994
Released in EU: June 11, 2013 (Virtual Console)


GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
RegionIcon.png This game has regional differences.


Mega Man 6 is the sixth adventure of Mega Man, sent forth by Capcom to free the world from the diabolical Mr. X, who is most certainly not Dr. Wily with a fake beard, don't be absurd.

The game came very close to being a Japan exclusive; it was not released in Europe until 2013 (in digital form), and Nintendo ended up publishing it themselves in the US (due in part to the fact that two of the Robot Masters were designed by North Americans).

Sprite Viewer/Sound Test

Hmmm...
To do:
Figure out how to properly reactivate the in-game debug menu that leads here.
Mm6viewer.png

There is a sprite viewer and sound test combo menu that can be accessed through Game Genie code EZKKIVKG+LLVKATOL+AXEGLVTU. The code will come to a blank screen, but the menu will appear by pressing A. You will be presented with the following options:

  • SEQ: Animation sequence.
  • COL: Palette set.
  • TBL: Graphics set. Changing this will load the corresponding set of tiles into VRAM. You'll need to change this to view most sprites other than Mega Man.
  • TMR: Animation timer length. When this reaches zero, the next frame in the animation sequence is displayed.
  • [blank]: Current animation frame.
  • PLAYER 0/PLAYER 1/PLAYER 2: Changed by pressing Start. Seems to switch between three different banks of sprite animations.
  • SOUND: Sound test! Both music and sound effects can be played here.

The controls are as follows:

  • Up: Move cursor up.
  • Down: Move cursor down.
  • A: Select an option.
  • Select: Exits the sprite viewer (don't do this).
  • Start: Toggle between "Player 0", "Player 1", and "Player 2".

With an option selected:

  • Up: Increase ones digit by 1.
  • Down: Decrease ones digit by 1.
  • A: Increase tens digit by 1.
  • B: Exit option.
(Source: BMF54123)

Unused Graphics

Development Text

Better than Zaku Make up your minds

These graphics are used to mark the different enemy and boss tile banks. "Zako", in this context, translates as "Small Fry", a common name used for small enemies and minions.

Back Ground

These tiles, on the other hand, mark different background areas. Since most background tile banks are completely filled, this doesn't pop up as much.

Left Some text saying DEMO - 1. Its purpose is unknown.

Question Mark Icon

¿

This question mark is stored in the same bank as the stage select graphics. It's possible that this was used as a placeholder graphic during development, as was the case in Mega Man 5.

Version Differences

Japan America

The prologue music was redone for the American release, likely due to the fact that the intro is several seconds longer than in the Japanese version.

Japan America
Nice view from up here Someone took a bite out of that blue cookie!

All graphics and text were moved down in the North American version to make room for the larger title. "Game Start" was changed to "Press Start".

||||||||||||||||

The Japanese version also has a nice bleed effect for the game title's appearance. This was likely removed from the American version because of the larger title.

Japan America
Hit Start Smash Start

Another text change: "Push Start" was changed to "Press Start".