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Mega Man Zero 2

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So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Title Screen

Mega Man Zero 2

Also known as: Rockman Zero 2 (JP)
Developer: Inti Creates
Publisher: Capcom
Platform: Game Boy Advance
Released in JP: May 2, 2003
Released in US: October 14, 2003
Released in EU: October 14, 2003

GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.

Mega Man Zero 2 starts where Mega Man Zero ended: In the desert, fighting a bunch of dudes. Will he break down and have to level up all of his weapons again? Spoilers: Yes.

But there's more to acquire: EX skills! Forms! Also cyber elves.

Unused Graphics

You're a game too late Leftover menu graphics from the first game.
The menu from Mega Man Zero is used in the first stage, but the only accessible options are main and sub-weapons.
This is a required course Unlike Mega Man Zero, this game doesn't use a pass/fail system for the missions.
The graphics are still in the game though.
Link weapon! This is definitely not in the first game and appears in the weapon + element object graphics.
It might have been used for the link game...or something completely different.
What he zed These Z Icons are also new and similarly unused. In Mega Man Zero 4 the blue icon is used in Hard Mode, the red icon in Ultimate Mode.
In this game the standard icon is always used. There's no Ultimate Mode in this game anyway.
(Source: Original TCRF research)

Unused Rooms and Oddities

Forest of Dysis


There is an unused room below the midboss. Its purpose is unknown.

(Source: Jack Walker and Alcor Salvador)

Crystal Caves


A copy of the Bomber level can be found in the bottom right.

This suggests that the level designers used a copy of the Bomber level as the basis for the Crystal Caves.

(Source: Jack Walker and Alcor Salvador)

Level Select

A level select menu can be accessed by setting 0x0202F8E1 (in the US version) to 9 during gameplay (0202F8E1:09 in VBA). This may not work properly when the game is using the background for certain effects, such as the scrolling text in the opening cutscene.

(Source: Jack Walker)

Regional Differences

Chain Rod Glitch

In the original Japanese version you could use the chain rod to zip vertically through thin walls. This glitch was fixed in all other versions of the game.

Blood Spray

When most enemies are destroyed with a non-Buster weapon in the Japanese version, a blood-like fluid gushes out of them. Like the other games in the series, this was removed from every non-Japanese version of the game.

Regional Title Screens

JapanNorth AmericaEurope

The European title logo appears to have been hastily drawn in MS Paint, despite being released after the US version, which had a quality logo similar to the one used in the Japanese version.

This was due to Capcom Europe's short-lived endeavour to introduce some kind of coherent branding across the whole Mega Man franchise, centered on Battle Network, as an attempt to increase its appeal to preteen boys and revitalise the series in a region that had never really taken to it in the way the US or Japan did. It didn't work, and now all we have left are some games with unnecessarily ugly logos in them.

(Source: Original TCRF research)