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Mega Man 2/Unused Level Data

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This is a sub-page of Mega Man 2.

Unused Level Tiles

Metal Man

MegaMan2MetalTile.png

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

Jeepers! These are the weirdest background tiles I've ever Met!

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

MegaMan2 UnusedFlashManTiles.png

Two unused platform tiles. Top-left and bottom-left corners exist as well, which actually are used in a single room.

MegaMan2FlashBG1.png

An unused background tile. While a similar tile with no shadow is used twice in a single room, this one isn't.

Wood Man

MegaMan2 UnusedWoodManTiles.png

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.

MegaMan2 UnusedWoodManTiles1.png

As a forest stage, there are plenty of foliage tiles. Some of them are unused.

Quick Man

MegaMan2 UnusedQuickManTile.png

An unused platform from Quick Man's stage.

Wily Stage 6

MegaMan2 UnusedWilyStage6Tile.png

An unused background tile. There is also an unused palette with an equally unused animation on it meant to be applied to this tile.

MegaMan2 UnusedWilyStage6Tile2.png

An unused tile of a metal bar floor.

Unused Blocks

Heat Man

Heat Man Unused Block 1.png Heat Man Unused Block 2.png Heat Man Unused Block 3.png Heat Man Unused Block 5.png Heat Man Unused Block 4.png Heat Man Unused Block 7.png Heat Man Unused Block 6.png

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

Air Man Unused Block 1.png Air Man Unused Block 2.png Air Man Unused Block 3.png Air Man Unused Block 4.png

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

Wood Man Unused Block 1.png

ID $24 is an unused block for the treetops seen in the middle of the stage.

Wood Man Unused Block 32.png Wood Man Unused Block 33.png

IDs $26, $27 are some unused blocks for the background trees. Strangely, Block ID $26 has a misplaced cave background tile.

Wood Man Unused Block 27.png Wood Man Unused Block 28.png

IDs $2A and $32 are two simple unused wall blocks.

Wood Man Unused Block 2.png Wood Man Unused Block 3.png

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.

Wood Man Unused Block 40.png

ID $33 is an unused block for a corner between a wall and floor.

Wood Man Unused Block 29.png Wood Man Unused Block 30.png Wood Man Unused Block 31.png

IDs $3A, $3B and $3C are a trio of unused floor blocks.

Wood Man Unused Block 34.png Wood Man Unused Block 35.png

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.

Wood Man Unused Block 37.png

ID $61 is an unused block of background tiles that combines the cave background with the sky one.

Wood Man Unused Block 4.png Wood Man Unused Block 5.png Wood Man Unused Block 6.png Wood Man Unused Block 7.png Wood Man Unused Block 8.png Wood Man Unused Block 9.png Wood Man Unused Block 10.png Wood Man Unused Block 11.png

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.

Wood Man Unused Block 36.png Wood Man Unused Block 23.png Wood Man Unused Block 24.png Wood Man Unused Block 12.png

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.

Wood Man Unused Block 39.png

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
MM2 Wood Man Upside.png MM2 Wood Man Upside (Mockup).png

Wood Man Unused Block 38.png

ID $79 is an unused block with a bit of ground and a lot of sky.

Wood Man Unused Block 25.png

ID $88 is another unused block for the tree background in the lower parts of the stage.

Wood Man Unused Block 26.png

ID $89 is an unused block with floor and some grass, with the grass being differently arranged compared to the used Block ID $2D.

Wood Man Unused Block 13.png Wood Man Unused Block 14.png Wood Man Unused Block 15.png Wood Man Unused Block 16.png Wood Man Unused Block 17.png Wood Man Unused Block 18.png Wood Man Unused Block 19.png Wood Man Unused Block 20.png Wood Man Unused Block 21.png Wood Man Unused Block 22.png

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

Bubble Man Unused Blocks 1.png Bubble Man Unused Blocks 2.png Bubble Man Unused Blocks 4.png Bubble Man Unused Blocks 5.png Bubble Man Unused Blocks 6.png Bubble Man Unused Blocks 7.png Bubble Man Unused Blocks 8.png Bubble Man Unused Blocks 9.png Bubble Man Unused Blocks 10.png

IDs $46, $47, $79, $7A, $7B, $7C, $7E, and $7F are unused platform variants meant to be used above water.

Quick Man

Quick Man Unused Block 1.png Quick Man Unused Block 2.png

IDs $64 and $66 are tile arrangements that include an unused blue platform in them. The platform tile does have proper collision.

Quick Man Unused Block 3.png

ID $7E is possibly an early version of the boss door, very similar to the ones seen in Mega Man 1.

Flash Man

Flash Man Unused Block 1.png Flash Man Unused Block 2.png

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
Flash Man Waiting Room Normal.png Flash Man Waiting Room Mockup.png

Metal Man

Metal Man Unused Block 1.png Metal Man Unused Block 2.png Metal Man Unused Block 3.png

IDs $51, $52 and $53, are a trio of unused floor blocks that feature the large horizontal gear directly on solid ground.

Metal Man Unused Block 4.png Metal Man Unused Block 5.png Metal Man Unused Block 10.png Metal Man Unused Block 11.png Metal Man Unused Block 12.png Metal Man Unused Block 13.png

IDs $54, $55, $5A, $5B, $5C and $5D are the same as above, but for vertical gears.

Metal Man Unused Block 6.png Metal Man Unused Block 7.png

IDs $56 and $57 are more unused horizontal gear blocks, but these ones have the gears affixed to a ceiling.

Metal Man Unused Block 8.png Metal Man Unused Block 9.png

IDs $58 and $59 are slightly-different variants of Blocks ID $56 and $57.

Metal Man Unused Block 23.png Metal Man Unused Block 31.png Metal Man Unused Block 14.png Metal Man Unused Block 15.png

IDs $67, $6F, $5E and $5F more ceiling mounted gears, with the axle for the gear appearing to be partially embedded in the ceiling.

Metal Man Unused Block 16.png Metal Man Unused Block 17.png Metal Man Unused Block 18.png Metal Man Unused Block 19.png

IDs $60, $61, $62 and $63 are even more unused horizontal gear blocks, these ones are a mix between prior variants.

Metal Man Unused Block 20.png Metal Man Unused Block 21.png Metal Man Unused Block 22.png

IDs $64, $65 and $66 are more gears combined with the floor.

Metal Man Unused Block 24.png Metal Man Unused Block 21.png Metal Man Unused Block 25.png

IDs $68, $69 and $6A are even more gears attached to floors.

Metal Man Unused Block 27.png Metal Man Unused Block 28.png Metal Man Unused Block 29.png Metal Man Unused Block 30.png

IDs $6B $6C, $6D and $6E are more unused floor gears, with their axles partially embedded in the floor itself.

Metal Man Unused Block 32.png

ID $77 is one last unused horizontal gear block on a floor.

Metal Man Unused Block 33.png

ID $F0 is a small unused platform tile.

Metal Man Unused Block 35.png

ID $F2 is an even smaller platform or ceiling tile on a blank background.

Metal Man Unused Block 42.png

ID $F9 is an unused tile of a vertical gear with an axle embedded in a wall. Looks somewhat broken.

Leftovers
Metal Man Unused Block 34.png Metal Man Unused Block 36.png Metal Man Unused Block 37.png Metal Man Unused Block 38.png Metal Man Unused Block 39.png Metal Man Unused Block 40.png Metal Man Unused Block 41.png Metal Man Unused Block 43.png Metal Man Unused Block 44.png Metal Man Unused Block 46.png Metal Man Unused Block 45.png Metal Man Unused Block 46.png
Original
MM1 - Wily Stage 1 Unused Block 1.png MM1 - Wily Stage 1 Unused Block 2.png MM1 - Wily Stage 1 Unused Block 3.png MM1 - Wily Stage 1 Unused Block 4.png MM1 - Wily Stage 1 Unused Block 5.png MM1 - Wily Stage 1 Unused Block 6.png MM1 - Wily Stage 1 Unused Block 7.png MM1 - Wily Stage 1 Unused Block 8.png MM1 - Wily Stage 1 Used Block 9.png MM1 - Wily Stage 1 Used Block 10.png MM1 - Wily Stage 1 Used Block 11.png MM1 - Wily Stage 1 Unused Block 12.png

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

Clash Man Unused Block 1.png Clash Man Unused Block 2.png Clash Man Unused Block 3.png

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
Clash Man Normal.png Clash Man Mockup.png

Wily Stage 1

Wily Stage 1 Unused Block 1.png

ID $95 is a block for one of the grey towers with a decidedly misplaced cloud tile on it.

Wily Stage 1 Unused Block 2.png

ID $9F is an unused duplicate of ID $ED.

Wily Stage 3

Wily Stage 3 Unused Block 1.png

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.

Wily Stage 3 Unused Block 2.png Wily Stage 3 Unused Block 3.png

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

Wily Stage 4 Unused Block 2.png

ID $B5 is an unused platform block made out of floor tiles.

Wily Stage 4 Unused Block.png

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.

Wily Stage 4 Unused Block 3.png

ID $F8 is a small platform which is similar to the used block ID $EB, but in a different location.

Wily Stage 5

Wily Stage 5 Unused Block 2.png Wily Stage 5 Unused Block 1.png

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
Wily Stage 5 Boss Room Normal.png Wily Stage 5 Boss Room Mockup.png

Wily Stage 5 Unused Block 3.png

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
Wily Stage 5 Boss Room Normal.png Wily Stage 5 Boss Room Mockup 2.png

Wily Stage 6

Wily Stage 6 Unused Block.png

ID $87 is an unused arrangement of background tiles. The palette assigned to this block causes the colours to cycle.

Wily Stage 6 Unused Block 2.png

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
Air Man Boss Room Palette.gif

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
Wood Man Unused Palette 01.png Wood Man Unused Palette 02.png
Pink forest Autumn forest

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
Quick Man Used Palette.png Quick Man Unused Palette.gif

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
Wily Stage 2 Used Palette.gif Wily Stage 2 Unused Palette.gif

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
Wily Stage 4 Palette.png

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
Bubble Man Final Palette.gif Bubble Man Early Palette.gif

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
Wily Stage 6 Used Palette.png Wily Stage 6 Unused Palette.gif