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Mega Man Zero 2
| Mega Man Zero 2 |
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Also known as: Rockman Zero 2 (JP)
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| This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
Mega Man Zero 2 starts where Mega Man Zero ended: In the desert, fighting a bunch of dudes. Will Zero 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.
Contents
Unused Graphics
| 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. | |
| Unlike Mega Man Zero, this game doesn't use a pass/fail system for the missions. The graphics are still in the game, though. | |
| 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. | |
| 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. |
Unused Rooms and Oddities
Forest of Dysis
There is an unused room below the midboss. Purpose unknown.
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.
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, though, such as the scrolling text in the opening cutscene.
Regional Differences
Regional Title Screens
| Japan | US | Europe |
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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 consistent 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.
The copyright symbol was for some reason removed in the European version.
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
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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.
Cleanup > Stubs
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Inti Creates
Games > Games by platform > Game Boy Advance games
Games > Games by publisher > Games published by Capcom
Games > Games by release date > Games released in 2003
Games > Games by series > Mega Man series


