Mega Man Battle Network 2
|Mega Man Battle Network 2|
Also known as: Battle Network Rockman EXE 2 (JP)
This game has a prototype article
The second game in the Battle Network series.
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.
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.
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 Chip Graphic
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.
Security Cube Palettes
The security cube has two additional palettes never seen in the game.
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 and, interesting, the North American prototype version. It was caught and fixed for the final North American release. 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, in the affected versions, this causes the second-to-last option to be selected instead.
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.