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Mega Man Battle Network 2

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Title Screen

Mega Man Battle Network 2

Also known as: Battle Network Rockman EXE 2 (JP)
Developer: Capcom Production Studio 2
Publisher: Capcom
Platform: Game Boy Advance
Released in JP: December 14, 2001
Released in US: June 17, 2002
Released in EU: October 18, 2002


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

The much improved second game in the series, Mega Man Battle Network 2 takes place a few months after the WWW incident. A new "netmafia" known as Gospel has risen up after the WWW's fall, so Lan and MegaMan must stop them before their summer vacation finishes. Along the way, they'll thwart an eco-terrorist, stop a plane hijacking, and survive extremely lethal doses of radiation.

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Enemy List

Some of the game's viruses are oddly positioned within the game's enemy list.

  • Enemy 0A is the Fishy virus and its family, followed by Fishy 2. Since the previous game considered a third, unused variation of the enemy, Fishy 3 appears later on in the list at 2C.
  • Puffy, the blowfish enemy, only has its two main variations listed starting at 1B and the third one is listed at 2B.
  • The Mole enemy, whose data starts at 29, only has two versions listed; but in this case, its new third variation goes after the main data.

Unused Text

Build Date

Stored at x30D40 (US)/x30E8C (EU)/x30CD8 (JP):

ROCKMANEXE2 20011016

The date is the same in all versions.

Final Room

Mmbn2 final room hint.png Mmbn2 final room description.png

If the player manages to enter the last room in the game (creatively titled "Last Room" even though it would never be seen) by using a map warp cheat, it will display unused descriptions. Getting into an area earlier than expected brings up a message describing the function of L in overworld. It appears to be a note from a developer since no real message was intended for this room at such point in the game. The computer used to Jack-In to the final boss's room also has a description which would have never been read.

MMBN2-GospelSucceedUnused.PNG

This message is loaded when you come into this room and could have been used if you were allowed to move around in here before the cutscene starts.

Unused Sprites

Unused Chip Graphic

MMBN2-Unused chip data.gif

Aside from the MegaBuster Chip, there's another unused chip graphic filled with static. It isn't used anywhere but a similar sprite exists in Mega Man Battle Chip Challenge.

Placeholder Panels

Mmbn2 test panels.gif

Present amongst the battle menu tilesets, these sprites appear to be placeholder panel graphics and feature rudimentary visual effects. They have a different format than the panels used by the final game and they cannot be hacked back in. Evidently, the order of the panels have changed with the distinction of cracked/hole panels and the inclusion of lava and holy panels.

Alternate NPC Styles

There are three NPCs who have unused alternate graphics. They do not have a second sprite slot or matching mugshot, unlike the other NPCs which do have different variations.

MMBN2-Girl-Hair2-Pal2.PNG MMBN2-TeenGirl-Hair2-Pal2.PNG MMBN2-Boy-Face2-Pal2.PNG

Security Cube Palettes

MMBN3-SecCube-Palettes.PNG

The security cube has two additional palettes never seen in the game.

Version Differences

Multiplayer BattleChip glitch

Initial copies of the Japanese version of the game contained a glitch where a loss in a multiplayer battle could result in BattleChips from the second and third Folders being given to the victor, instead of just BattleChips from the Pack. This would lead to chips vanishing into thin air when they were removed from the Folder and placed in the Pack. This glitch was fixed in all newer releases of the Japanese version, as well as the international versions.

Kotobuki Elevator glitch

A minor glitch in the Kotobuki apartment appears in the Japanese versions as well as the North American prototype. In the Kotobuki apartment, when all but one floor has been unlocked, the menu for the elevator doesn't always wrap around properly. If the bottom left option is selected in the menu and the player presses Left on the D-Pad, it should wrap around and select the rightmost option (Quit). However, this causes the second-to-last option to be selected instead. This was fixed for the retail North American release.

Title Screen

Japan North America
Rockman EXE 2 Title Screen.png Mmbn2 title.PNG

The logo/title screen got a complete graphical overhaul for the international version in the same style as the first game. Additionally, the copyright for Capcom USA was removed in the European version, as that version was published by Ubisoft.

Interestingly, the European Wii U Virtual Console release is based on the North American ROM (unlike all other games in the series), and so the copyright for Capcom USA appears in that version.

Jack In Animation

The Jack-In animation looks much more intricate in the Japanese version. In the international versions, it was changed to a simpler design, likely due to limited cartridge space. Two decades later, Mega Man Battle Network Legacy Collection would undo this change.

Japan/Legacy Collection International
Rockman.EXE 2 MMBN2