Mega Man X2
|Mega Man X2|
This game has a notes page
This game has a prototype article
This game has a prerelease article
In this installment, a group called the X-Hunters tries to steal Zero's parts for their own nefarious purposes. Also, there's eight Mavericks out doing something. Something evil, no doubt.
To access this test, hold B on Controller 2, then power the system on. It doesn't change anything gameplay-wise, since it was a developer's tool.
This option is also accessible in the Mega Man X Collection for PlayStation 2 and GameCube: after selecting X2 on the game select menu, hold the jump button (on SNES, B is by default the jump button) on the second controller. This does not apply to Mega Man X3 in that collection, as it uses the PlayStation 1 version of the game.
Ride Armor Enemy
While this isn't actually an "unused" enemy, the way the game lays out Wheel Gator's level, you won't usually see these guys. You have to actually be out of the ride armor for these guys to load up and appear, so you'll have to typically do this on purpose. When they see you, they'll jump into the ride armor. If you get in it before them, they'll start shooting you!
Object ID: 01.
This uses the large weapon pickup as a placeholder graphic. From the first orb, seven more orbs spawn downward. The first orb acts as the anchor. Together, the orbs move in a wave-like motion in the direction of X. This object has HP and can be destroyed. The anchor sphere is the first to explode, followed by the connecting spheres.
A video of the enemy in action can be seen here.
Unused Object Subtypes
If the Mecha-Arm (Those arms that grab X in the intro stage and X-Hunter Stage 1, object ID 07) has its subtype set to 01, X will take damage when it lets go of him. This isn't used in either stage.
If the Cannon Driver's subtype is set to 10, it will not fire any projectiles, but it will "walk" after Mega Man X and try to reach his current X position. It doesn't have a walking animation, so it just kinda floats to his position.
Scriver (Object ID 09, Pararoid (0B), Morgun (1F), Tiranos (3F), and Aclanda (5B) will be mirrored upside-down if their subID has the 80 bit set. It's not clear why only these enemies are affected, or what this would have been used for.
This doesn't actually properly mirror the enemies; Aclanda, for example, will still fire its lasers and bombs from the same spots it would if it were right side-up.
POS X. POS Y. CH CELL NO. CELL NO. HIT NO.
Located at $058934 (previous 4 bytes tell the game to read $01EE bytes and store to ARAM at $0DD0) is an unused music track. The data that is supposed to load this music track (and any additional BRR samples required to play it correctly) is actually set to load the intro stage track again.
The track is present and properly linked to a track number in the prototype, though it's not used there, either.
There are 28 instances of the same NULL music track ($12 bytes in length) that just play silence. These tracks are of course unused.
Just like Mega Man X before it, the international title logo was redesigned. The "2" is also different.
The Mavericks were given different names outside Japan.
|Wire Hetimarl||Wire Sponge|
|Metamor Mothmenos||Morph Moth|
|Flame Stagger||Flame Stag|
|Cristar Mymine||Crystal Snail|
|Sonic Ostreague||Overdrive Ostrich|
|Bubbly Crablos||Bubble Crab|
|Wheel Alligates||Wheel Gator|
|Magne Hyakulegger||Magna Centipede|