Mega Man Legends 2
|Mega Man Legends 2
Also known as: Rockman DASH 2 - Episode 2: Ooinaru Isan (JP)
This game has unused areas.
This game has a prototype article
This game has a notes page
|Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: Naked model of Sera
Mega Man Legends 2 (sort of) picks up where the first game left off, delivering more action, more digging, more unanswered questions, and a cliffhanger that will never, ever be resolved.
The game has two unused areas that appear to have been used for debugging.
The first area is a large grassland populated with a giant Roll doing her animation of fixing the Parabola Gun, a big Tron with changing face expressions, a Servbot lying near Tron, a naked Sera that moves her eyes, an invincible Amistal Reaverbot that doesn't release miniatures, four squares in the floor that inflict the freeze, burn, paralyzed and energy leak status when stepped upon, an incomplete building, the barrier from Calinca Ruins, and two invisible ramps between Roll and Tron, noticeable by the different floor. Pressing the Left and Right directional buttons on joystick 2 changes Sera's motions, some being the same as Roll's in the opening scene.
This debug room can be accessed with the GameShark code below. Just boot up the game and start a new game.
|(JP) GameShark Code:
|(US) GameShark Codeː
Sulphur-Bottom Junk Shop
The second area is a modified version of Sulphur-Bottom's Junk Shop. It is missing some content, like the device hanging on a rope. Some parts of the room have different colors, the conveyor belt and the panel in the wall are animated, and it has a 3-wheeled car in the middle of the room. When using the code to enter, the best way to reach the junk shop is to use the air walker code as well. Hit X as soon as it loads, and rotate slightly to the right. Then jump forward and air walk again when you see the room. Then jump and walk up to it. Alternatively, set MegaMan's position in the map to X 522B (21035), Y 0, and Z FE40 (-448).
It can be accessed with the GameShark code:
|(JP) GameShark Codeː
|(US) GameShark Codeː
Unused Playable Characters
Check if they work on the PSP version, which appears to lack the files from other playable characters.
With the use of codes, it's possible to change MegaMan Volnutt's appearance to that of the characters Roll, Tron, Bon, Glyde, Gatz, and Matilda, as well as MegaMan wearing an apron. The reason for this is explained on the game's Japanese site, which states that some characters were originally planned early on to be playable (specifically mentioning the first five above, by name) in certain events, but the plan was scrapped because the gameplay and motion data were already tailored for MegaMan, making all of them act like him, and changing it would inconveniently take more time in the game's development.
MegaMan's textures have a hidden image of the mobile armor MA-04X Zakrello from the Gundam anime series talking with an unknown character (which is possibly RX-78-2 Gundam combined with B part of G-Fighter, appearing in an iconic scene together with Zakrello, with the beam rifle on its right and the shield on its left, after messing with the palette). The mobile suit says "Leftover space. Hmm... What should I do." "Why not draw something?" is the unknown character's response.
Roll's main texture contain a hidden image of the mobile suit RGM-79 GM from the Gundam series.
Like MegaMan and Roll, Barrell has a mobile suit figure hidden in his textures, this one being MSM-04 Acguy. The Japanese text says "bibibibibi" (Japanese onomatopoeia for the sound of current pulsing between the mobile suit's two poles).
The faces of MegaMan with apron from the opening scene contain the text 空き地 ("vacant").
Glyde's playable version has a crying face.
Unused version of the 2D reporters from the opening scene, possibly meant for when Matilda causes a ruckus, one of them saying ウソ ("No way!"). All 2D reporters disappear after the Kattelox reporter reveals that Matilda is not a real reporter.
Matilda's textures contain the word マイク (mike) near her microphone, indicating its purpose.
Matilda's faces from Calbania Island have a "(0.20)" note under them. Bluecher does not appear in this part.
Gatz's faces from Forbidden Island have a hidden image of the mobile suit MSM-10 Zock from the Gundam series.
The face in Joe's main texture has text on it in the Abandoned Mine. The text reads "つかってないカオ" ("tsukattenai kao") which translates to "unused face" (literally, "face that is not being used").
Mini people under Sera's faces from the scene Geetz takes control of the Sulphur-Bottom.
Sera with heart eyes, which is uncommon for her. The face was shown as a joke on the game's official site.
Geetz wearing glasses. He wore glasses on his concept art.
The Guildmaster's texture has the text あき ("free space").
The Guildmaster with his eyes spinning.
HUD textures contain a hidden doodle of a Birdbot.
The texture from the large refractors have the two drills found in the Shala-Kun Ruins in The Misadventures of Tron Bonne.
Fingerii's texture contain a small picture of a Slime from the Dragon Quest series.
|...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then
Notes: "yomikomi" below. And a check in the ones above?
Text in the sand from Saul Kada Island: アニメ用 ("for animation"), ヨミコミ元 (?), and アニメナシ ("no animation").
Sera's second form contain the word "SATO" on the textures from her faces. Like The Misadventures of Tron Bonne, this probably refers to Satoh Fuminori, one of the persons that worked on the game's textures.
This small texture from Saul Kada Island has a big X.
This texture from the Gemeinschaft and three textures from the Sulphur-Bottom have a small "5380 C0LB" (or COLB), "ST3D 20B", "ST3D 30B", and "ST3D 50B" note on them. The first part matches their map ID, the Gemeinschaft being on ST 53 and the Sulphur-Bottom on ST 3D (they also appear in other maps, this suggesting that 3D is the origin). The purpose of the other symbols in the Gemeinschaft are unknown, but the other symbols in the Sulphur-Bottom match their positions, being the 2nd, 3rd and 5th texture from the map's file, the 0 supposedly being switched?
The Manda Island maps ST 24 and 25 02 have more of them: "2420 C0L7" (or COL7, ditto for the following), "24402540 C0L5", "24502550 C0L5", "2460 C0L7", "2470 C0L7", "2520 C0LA", "2530C0LA", "2570 C0L6". Likewise, the first and second digits are the ST, and the third and fourth digits the texture's position. The two textures with eight digits appear in both maps and are the 4th and 5th textures. In the one pictured, the 4th texture from map 25, the symbols appear twice, and it has a small difference (missing a piece) on map 24.
Episode 1 Elements
The files SELECT, G_OVER01 and G_OVER02 have assets taken straight from Rockman DASH 2 - Episode 1: Roll-chan Kiki Ippatsu, the pre-release demo included in the Japanese version of The Misadventures of Tron Bonne. G_OVER01 and G_OVER02 respectively tease the full game coming soon and the Japanese The Best reissue of Rockman DASH.
SELECT contains content from the mission selection screen, showcasing three missions.
While the giant Reaverbot mission, complete with illustration and text, was featured in the English Trial Version included with the US version of The Misadventures of Tron Bonne, the other two have never appeared in any known demo. The illustrations for the Appo & Dah and Nino Island missions also exists in the files for Episode 1, which suggests these scenarios and characters were planned for a long while before even that demo's release.
Accompanying each mission's illustration are texts that contextualize their scenarios. Translations as follows.
|Choose the game that you prefer.
|[Protect Nino Island!]
Defend Nino Island from Glyde and his troops!
|[Appo & Dah]
Let's break into Glyde's base with the immortal twins!
|[Terror of Ojigi Boss.]
He's tough! Do your best.
|[Encounter! Huge Reaverbots]
Beat huge Reaverbots in the dungeon!
Also, the pig's texture kept the apple and icons used in the demo.
Besides the three card keys found in Glyde's Base, the game has a "Door Card Key 4" that cannot be obtained. Maybe Shu was planned to give her card to MegaMan or drop it during their escape from the base?
The game also contains multiple "blank" items that have no name and description, with one of the Key Items having a Refractor icon. In the Japanese version two of the unused Key Items have the description キーアイテムについての説明がひょうじされます (roughly "A description of the Key Item will be given").
Two unused variations of the scene when MegaMan "accidentally" sees Roll in the bathroom.
|Yikes! Don't come in!!
|Yikes! Pervert! Get out!!
A slew of instructions provided by Roll on how to use the controls. Presumably, these would have been heard in the Tutorial mode.
|By the way Rock, you're okay, aren't you?
|I see. Well, Be careful.
|To move, tilt the left stick in any direction to move. This is fundamental, so be sure to remember!
|To move, tilt the left stick up and down and press L1/R1. This is fundamental, so be sure to remember!
|To move, tilt the left stick up and down, or left and right while holding R1. This is fundamental, so be sure to remember!
|To move, press any direction on the d-pad. This is fundamental, so be sure to remember!
|To move, press up and down on the dpad and L1/R1. This is fundamental, so be sure to remember!
|To move, press up or down on the d-pad. This is fundamental, so be sure to remember!
|To turn left, press L1. To turn right, press R1. You can do this while moving. Give it a try!
|To turn left, tilt the left stick to the left. To turn right, tilt it right. You can do this while moving. Give it a try!
|To turn left, tilt the right stick to the left. To turn right, tilt the left stick to the right. You can do this while moving. Give it a try!
|To turn left, press left on the d-pad. To turn right, press right. You can do this while moving. Give it a try!
|You can open the door by pressing Circle in front of it.
|I don't think this is a kitchen, Rock.
Finish adding the rest so i can get rid of the youtube video 2=There's a ton of Japanese Audio in the XA, are these from unused lines?
The English version seems to contain all of the unused Japanese tracks, while adding some of its own:
|Eek! What do you think you're doing!?
|It looks like you didn't get all the fires, MegaMan.
|I don't think that's where the fire started, MegaMan.
|The roof won't last much longer! You've got to stop the Bonnes!
|Why did you do that?
|It's dangerous on the ground, get up on one of the platforms!
Various clips include Tron screaming for MegaMan, and some instructions and comments made by Roll.
If the world map is accessed before the time it's supposed to be or during Nino Island's defense, the current objective is shown as "WARNING: The Flutter cannot be entered!".
The newspaper that Roll can subscribe has an entry that goes unused as it changes after Joe's rescue, but the Flutter's repairs will never be completed before accessing Forbidden Island:
"Von Bluecher's Flying Ship Attacked!
Sulphur-Bottom attacked by an unidentified object in skies over Forbidden Island
Authorities fear for safety of passengers"
It's possible to make a crash handler screen appear by causing an error in the debug room with a cheat device. You could also crash the game by enabling a cheat code to moon jump far out of land to the point that all land is not visible and see the surface start to flicker; at that point, keep going until you see the handler. The second controller shows additional values.
Compare the credits themes and title screens and the mayor's house.
The ending credits of the Japanese PlayStation version shows ten fan illustrations that were removed overseas. The Japanese ending theme "Naite ii Yo" by "Fumina Hara" was changed to a different track overseas.
In the Japanese PS1 and PC versions, the mayor's house in Pokte Village is a Kanken (漢検), having the real life Kanken symbol in three parts of the house and in the walls, and the three women inside give Kanken questions with two to four choices. In English, the Kanken symbols were replaced by a question mark, the symbols in the walls were removed, and the women's questions are a trivia quiz, all having four choices.
The PSP version adopted the English changes, the Kanken symbols being replaced by different content (the bigger one being their symbol and the one above the board resembling a diploma or certificate) and removed from the walls, the questions became a trivia quiz, and all questions have four options. Except for the language and their positions, a few of the questions are identical to the English version.
In the Japanese version, donating 100 zenny (the minimum amount) in the cathedral does nothing, with only higher donations having an effect. In the English version it was changed to increase the "karma" value by 4 and Roll's affection by 1.
Much more, like the PSP's underwater movement speed and the PC port. The PC's staff roll shows different illustrations from the Japanese PS1 version? And check why Jinnan Studio was present and later removed.
- The original prices for Special Weapon upgrades were reduced in the Japanese exclusive PSP version.
- The game's speed does not go down in the underwater areas in the PSP version.
- Jinnan Studio, Kanken and the ten fan illustrations were removed from the staff roll in the PSP version, the latter probably being done to open space for the PSP port staff without making it longer.