Mega Man 2/Unused Level Data
This is a sub-page of Mega Man 2.
Unused Level Tiles
Metal Man
This tile is meant to be used in the center of horizontal screws with five tiles. Only vertical screws use more than five tiles.
Crash Man
Hidden amongst the background tiles is what appears to be a Met generator, judging by the Met-sized mouth and (obviously) Met-like features. This is probably the most significant and mysterious set of unused tiles in the game.
Flash Man
Two unused platform tiles. Top-left and bottom-left corners exist as well, which actually are used in a single room.
An unused background tile. While a similar tile with no shadow is used twice in a single room, this one isn't.
Wood Man
While the cave terrain only has shading on the bottom, there are unused tiles that would've added details to the left and right walls and the "stalactites". The walls may have been scrapped due to not having space for corner tiles to link them with floors and ceilings.
As a forest stage, there are plenty of foliage tiles. Some of them are unused.
Quick Man
An unused platform from Quick Man's stage.
Wily Stage 6
An unused background tile. There is also an unused palette with an equally unused animation on it meant to be applied to this tile.
An unused tile of a metal bar floor.
Unused Blocks
Heat Man
Block IDs $4B, $4C, $4D, $4E, $4F, $56, and $57 are unused tile arrangements of a few platforms and some background tiles. Block ID $57 is an unused duplicate of block ID $2D.
Air Man
IDs $09, $0B, $0D, and $55 are unused tile arrangements from an early version of Air Man's boss corridor and boss room found in the data for Flash Man's stage. Whatever the green tile was meant to be was overwritten later in development.
Wood Man
ID $24 is an unused block for the treetops seen in the middle of the stage.
IDs $26, $27 are some unused blocks for the background trees. Strangely, Block ID $26 has a misplaced cave background tile.
IDs $2A and $32 are two simple unused wall blocks.
IDs $2B and $2C are a pair of unused blocks meant for the cave walls. The background tiles on these blocks are assigned the same palette as the floor tiles, causing them to look odd.
ID $33 is an unused block for a corner between a wall and floor.
IDs $3A, $3B and $3C are a trio of unused floor blocks.
IDs $40 and $41 are rather interesting, as they're a pair of floor blocks that combine the tree trunks from the lower parts of the stage with the blue sky background from the upper parts. No other block arrangements seem to exist for the trunks on this background, making these leftovers very old.
ID $61 is an unused block of background tiles that combines the cave background with the sky one.
IDs $68, $69, $7F, $80, $81, $82, $83, and $84 appear to be tile arrangements for the bottoms of trees. They're likely left over from an earlier version of the stage, since the final graphics make them look messy.
IDs $6D, $85, $86, and $87 appear to be unused wall blocks from the outside of the cave. Similar to Block IDs $6D and $87, the final tree graphics don't fit particularly well on these. Furthermore, Block ID $85 appears to be an unused duplicate of Block ID $39.
ID $79 is an unused block that appears to be intended for an overhang on the left-hand wall of the treetop section, similar to how the wall looks on the right side of the area.
In-Game | Mockup |
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ID $79 is an unused block with a bit of ground and a lot of sky.
ID $88 is another unused block for the tree background in the lower parts of the stage.
ID $89 is an unused block with floor and some grass, with the grass being differently arranged compared to the used Block ID $2D.
IDs $8A, $8B, $8C, $8D, $8E, $8F, $90, $91, $92, and $93 appear to be earlier tiles for the treetops. They may be the same ones shown in the early screenshot on the back of the box, though the graphics were clearly changed quite drastically since these tile arrangements were made.
Bubble Man
IDs $46, $47, $79, $7A, $7B, $7C, $7E, and $7F are unused platform variants meant to be used above water.
Quick Man
IDs $64 and $66 are tile arrangements that include an unused blue platform in them. The platform tile does have proper collision.
ID $7E is possibly an early version of the boss door, very similar to the ones seen in Mega Man 1.
Flash Man
IDs $D2 and $D3 are unused boss door tile arrangements, possibly at some point in development the boss corridor also had the same brick background as the boss room.
In-Game | Mockup |
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Metal Man
IDs $51, $52 and $53, are a trio of unused floor blocks that feature the large horizontal gear directly on solid ground.
IDs $54, $55, $5A, $5B, $5C and $5D are the same as above, but for vertical gears.
IDs $56 and $57 are more unused horizontal gear blocks, but these ones have the gears affixed to a ceiling.
IDs $58 and $59 are slightly-different variants of Blocks ID $56 and $57.
IDs $67, $6F, $5E and $5F more ceiling mounted gears, with the axle for the gear appearing to be partially embedded in the ceiling.
IDs $60, $61, $62 and $63 are even more unused horizontal gear blocks, these ones are a mix between prior variants.
IDs $64, $65 and $66 are more gears combined with the floor.
IDs $68, $69 and $6A are even more gears attached to floors.
IDs $6B $6C, $6D and $6E are more unused floor gears, with their axles partially embedded in the floor itself.
ID $77 is one last unused horizontal gear block on a floor.
ID $F0 is a small unused platform tile.
ID $F2 is an even smaller platform or ceiling tile on a blank background.
ID $F9 is an unused tile of a vertical gear with an axle embedded in a wall. Looks somewhat broken.
Leftovers |
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Original |
IDs $F1, $F3, $F4, $F5, $F6, $F7, $F8, $FB, $FC, $FD, $FE and $FF are a group of unusual-looking unused block configurations. While they look odd here, the collision data and tile layouts seem to indicate that they are leftovers from Wily Stage 1 from Mega Man 1.
Crash Man
IDs $C9, $CB and $CE are a group of tiles that have no collision data and feature some rather glitchy-looking pipes on them. The lack of solid collision and presence of a ladder in one of them seems to suggest these might have been background tiles meant for the climbing section near the end of the stage.
In-Game | Mockup |
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Wily Stage 1
ID $95 is a block for one of the grey towers with a decidedly misplaced cloud tile on it.
ID $9F is an unused duplicate of ID $ED.
Wily Stage 3
ID $BE appears to be part of the floor from in the Guts Tank room, using a different tile and palette for the floor compared to the used floor block ID $BF.
IDs $D9 and $FF are some unusually-configured boss door blocks which combine the ceiling and floor with the door in the same block, something that no other stage in the game does.
Wily Stage 4
ID $B5 is an unused platform block made out of floor tiles.
ID $F1 is a boss door block with a black background. The door itself is on the left side of the block, which is unusual since all of the used ones have them positioned on the right side of the block.
ID $F8 is a small platform which is similar to the used block ID $EB, but in a different location.
Wily Stage 5
IDs $E4 and $E5 are wall and background blocks with some black tiles on either side. They appear to have been intended to be used above the teleporter in the boss refight rooms.
In-Game | Mockup |
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ID $F7 is an unused tile that combines the background from the boss refight rooms with the cables protruding from the teleporters. Perhaps the room was initially intended on having a fully-sized teleporter that connects all the way up to the ceiling, instead of the half-teleporter floor that ended up being used.
In-Game | Mockup |
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Wily Stage 6
ID $87 is an unused arrangement of background tiles. The palette assigned to this block causes the colours to cycle.
ID $92 is an unused floor tile using identical graphics to the floor in Wily Machine 2's boss room. Perhaps the fight with the Alien was meant to have a visible floor at one point.
Unused Palettes
Air Man
An unusual green palette is loaded exclusively in the boss corridor and boss room of Air Man's stage. Leftover data in Flash Man's stage seems to indicate these were meant for an unused background.
Unused Green Palette |
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Wood Man
Wood Man's stage has two sets of unused palettes. Since it is part of the animation space, the palettes will cycle.
Unused Palette 01 | Unused Palette 02 |
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A 2011 interview with planner Akira Kitamura sheds some light on this:
In MM2, in the forest at the beginning of Wood Man’s stage, I had [Nobuyuki Matsushima] code it so that if you used Atomic Fire on the trees, everything would burn up and the Batton (bat enemies) would all fly off. Sadly that ended up getting removed from the game. (laughs)
A similar effect would later be implemented in Slash Man's stage in Mega Man 7.
Quick Man
The palette for Quick Man's stage is not animated, but forcing it to animate reveals that the Force Beams throughout the stage once palette cycled between two frames. This was disabled because it causes problems with the hall of Changkey Makers.
Used | Unused |
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Wily Stage 2
In Wily Stage 2, there is a palette cycle intended for one more frame of the turbine cycle, which would make them rotate a bit slower.
Used | Unused |
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Wily Stage 4
Wily Stage 4 contains an unused blue palette that is a simple leftover from Bubble Man stage's waterfalls.
Unused Blue Palette |
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Wily Stage 4 also contains unused palette cycle data that is also leftover from Bubble Man's stage. The palette data one single difference: that the underwater spikes were originally intended to be coloured brown instead of black!
Bubble Man Stage | Unused |
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Wily Stage 6
In Wily Stage 6, there is a palette cycle intended for a lighting effect on an unused part of the background.
Used | Unused |
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