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Mega Man X2

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Title Screen

Mega Man X2

Also known as: Rockman X2 (JP)
Developer: Capcom
Publisher: Capcom
Platform: SNES
Released in JP: December 16, 1994
Released in US: January 1995
Released in EU: October 1995


DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

In this installment, a group called the X-Hunters try to steal Zero's parts for their own nefarious purposes. Also, there's eight Mavericks out doing something. Something evil, no doubt.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes

Cx4 Test

Mmx2 cx4test.png

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 is based on the CD-ROM versions of the game.

Unused Objects

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!

Test Enemy

MMX2 WavyObject1.png MMX2 WavyObject2.png

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

Mecha-Arm
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.

Cannon Driver
MMX2CannonDriverTrack.png
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.

Upside-Down Enemies
MMX2ReverseEnemies.png
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.

(Source: Original TCRF research)

Unused Text

The text for a map editor mode seen in Mega Man X and Mega Man X3 also exists in this game, but the programming for it is missing.

POS X.
POS Y.
CH CELL NO.
CELL NO.
HIT  NO.

Unused Music

Unused Track

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.

NULL Tracks

There are 28 instances of the same NULL music track ($12 bytes in length) that just play silence. These tracks are of course unused.

Regional Differences

Intro timing

The Japanese intro sequence only uses two text box renders in the first two scenes, whereas the International intro sequence uses three in each. Unlike for Mega Man 6 the localizers didn't bother to compose a new opening track for the elongated intro, with the effect that in the Japanese version the opening track finishes with X's charging sound in the foreground, then the release sound plays, and then the title track plays. In the International version, the opening track finishes while the wireframe of X's head is still on screen, leaving the sequence of X charging and firing entirely without music.

Title Screen

Japan International
Rockin Metallic

Just like Mega Man X before it, the international title logo was redesigned. The "2" is also different.

Name Changes

The eight Mavericks, as well as one of the X-Hunters (Counter Hunters in the Japanese version) were given different names outside Japan.

Japan International
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
Sagesse Serges

Two Maverick weapons also had their names changed.

Japan International
Scrap Shoot Silk Shot
Rushing Burner Speed Burner

A few names in the ending cast roll were also changed (it should be noted that the enemy names in the Japanese version are normally all capitalized).

Japan International
WEATHER CRYSTAL Weather Cristal
HANGED REPRIROID Hanged Reploid
PARAROID s-38 Paraloid S-38
PARAROID v-1 Paraloid V-1
PARAROID r-5 Paraloid R-5
SABOR MOON R Savor Moon R

Revisional Differences

The version included with Mega Man X Collection introduced some strange, bug-like behavior.

  • The charging sound effect at the end of the opening cutscene doesn't end when it's supposed to and continues into the title sequence.
  • The boss during the demo behaves slightly differently which causes X's movements to desync and die slightly earlier.
  • Hitting things with the ride armor, Bubble Splash, or Magnet Mine, along with shooting the rocket at the end of Overdrive Ostrich's stage all play a different, much more grating sound.