WARNING! The first post always gets updated, so watch the first post first (no pun intended)!
There are some stuff hidden in MegaMan games that were either overlooked or wouldn't fit to the wiki site. Here it is!
MegaMan 1:
From "The Machanical Maniacs": "On a related note, NES Boy has also found the lost door to Dr. Light's house! Was MegaMan meant to go inside the house at the end of the game?"
NES Boy did a good job at finding this. It's also worth noting, that the door uses the same color pallette like the house.
This was already posted in the wiki page, but I noticed something. The talking sprites found here are similar to the talking sprites used in later games, but they are NOT the same. The blinking sprite was changed to a thinking sprite in later games, while the pointing sprite was never used at all.
MegaMan 2:
From "The Machanical Maniacs": "What blocky trees! You could walk on those things. I'm glad THIS was changed for the final. Also taken right off the back of the MM2 box which was scanned by The Warp Zone."
I also have noticed, that some of the unused sprites were later reused in the Wily Wars, like some of the wood tiles.
It also contains lots of leftovers from MegaMan 1, including parts of level design. Additionaly, I heard the Rolling Cutter sound sometimes while screwing around with Game Genie Codes.
The game likely has got an unused Quick Laser behavior as well, where vertical Quick Lasers appear. It's likely unused and NOT something made by hackers, because in both hacks, where they appear ("RockMan MindRoar" and "RockMan ABNoramlity", both made by completely different authors), they use the same code. EXACTLY!
This game also contains an unused sound,which can be heard in almost EVERY MM2-Hack, meaning, that this IS unused. I would happy, if I could actualy FIND it somehow...
From "The Machanical Maniacs": "R20 supplies us with early names for the MM2 RMs that had earlier names (thanks, Auto!). Missileman (Crashman), Waterman (Bubbleman), Boomerangman (Quickman), and Rollingman (Metalman)."
I also remember, that Henger (who made the videos to the RockMan 8 prototypes and the RockMan X4 Trail Disc) mentioned in one of the videos a RockMan 2 prototype with Roll being playable. Someone should look into this.
RockMan World 2:
This game contains some interesting boss weaknesses, that went unused, just because of the lack of a portal stage like in the NES MegaMan games. Here they are:
-Metal Blade kills Metalman in two hits, just like in MM2
-MM3 weapons are useless against MM2 robot masters
-Needleman, Hardman and MagnetMan are weak against Sakugarne, though it's very hard to pull off
-Hardman and MagnetMan take 4 hits from their own weapons
-Top Spin does no damage to Topman, unlike in MM3
MegaMan 3:
My favorite game! I really will enjoy that part!
First off, there does exist an unsed tile type (TSA) with the hex-number 3.
MegaFLE X refers that as "Shock". When I hacked that into MegaMan 3, MegaMan took damage everytime he touched the "Shock"-tile, without his health decreasing. The tile types 9-F has got some unknown functions. At least, I can say, that 2 of them were actually SOLID. Maybe Capcom actually planned slippery floors...
Okay, I think this proofs, that the unused tiles found in MagnetMan's stage were supposed to be used for a Doc Robot stage...
Like with MegaMan 2, Wily Wars also reuses some of the unused graphics, like the turning sprites for the Magnet Missile.
Also, there does exist 2 prototypes of MegaMan 3. A RockMan 3 prototype (the one with the planets in GeminiMan's Stage, YES, THAT'S RIGHT!) and a MegaMan 3 localization beta. The localization bate was even DUMPED.
About the other prototype, someone actually OWNS it. And the one, who owns it is even Gauntlet, the man behind "The Mechanical Maniacs"! Someone should ask him to dump that, I would be the FIRST one, who would document it!
Also, here is an explanation by Sean, why the planets in GeminiMan's Stage could have become unused:
"The NES has 2 graphics layers- background and sprite. Animated backgrounds, even simple parallax effects, must either be done by updating background tiles, updating palettes to make certain pixels visible/hidden, or updating scroll values. The Gemini starfield effect, iirc, consists of some actual star tiles in the background, but also a number of star sprites in the sprite layer (the sprite stars disappear along with all other stage sprites when the pause menu is opened, and are drawn in front of the ground when they ~are~ visible). The NES has only 64 sprites which can measure either 8x8 or 8x16 pixels, and only 8 sprites will be drawn on any given scanline, so when the screen shifts to the sprite-intensive explosion of the plug, they probably needed to reassign the sprites used for stars to other locations or get them offscreen so they wouldn't interfere with enemy and player prites. This is probably why many or all stars disappear as you progress through the Gemini stage. Also, the plug itself may interfere with the background stars. Scanline catching and parallax can be tricky to code, and they probably didn't want to implement 2 different versions for one level. The scanline separating the scroll position of the background stars from the scroll position of the ground can be no lower than the highest point on the ground because they're part of the same fundamentally static 256x240 image as the ground (imagine taking a picture in Paint, selecting only the top half and sliding it left or right relative to the bottom half). For the main above-ground portion of the level, they want the boundary as low as possible to maximize the volume of stars, but on the plug screen, the plug may stick up above that level, meaning either they'd have to set a new parallax boundary or give up on the starfield. With no starfield, they'd have the added plus of nothing to distract you from the Proto/Break transformation, which may have itself involved something drawn in the same screen as the starfield and, say, scrolled on vertically.
The NES has 2 screens worth of background 'canvas' which can be set to scroll either horizontally or vertically. Some mapper chips can add 2 more screens and/or 2-axis simultaneous scrolling. The fact that the Protoman scene is a marked screen change from the rest of the level may indicate that they change the background mirroring/scrolling from horizontal to vertical at that point. Envision drawing the main level as the way it is in the cart level map- with a completely black starless background- and then in another image the same size, draw a starfield. Copy the whole starfield image, lay it down on top of the background map at the lowest point at which it doesn't overlap ground, and slide it left and right as I mentioned earlier to get the starfield effect and explain why it's okay that the basic map background is flat black. Envision drawing the plug scene as it is in the final game- with a black, starless background- but in your second screen draw a big ol' Independence Day vertical laser beam. Imagine taking this image and dropping it straight down from above over the top of the background image. Something like that could be worth sacrificing the starfield for."
Remember, how track 50 technically IS used? Well, in MM3 Complete Works, you can even HEAR it actually. Also, when you're about to engage ProtoMan, try to bring up the weapon/pause menu. With the right timing, you can actually hear the WHOLE whistle.
There does also exist an easter egg in MagnetMan's stage. Just try to figure out, what is written on the batteries. In order to find that out, you have to turn it around.
There does also exist some mystery regarding to the the scene, where Dr. Wily steals Gamma. However, it's hard for me to explain that, so:
http://themechanicalmaniacs.com/articles/mm3mysteries.php
Wily Wars/Mega World:
http://www.youtube.com/watch?v=5QljT9lW9cQ&feature=related
A sneak peak of an prototype of Wily Wars, NOT Mega World. Try to count all the differences!
In MM3, Tabby twitches its tail, while in MMWW, it doesn't.
This was meant for the ending of MegaMan 3, but in the final, it just uses a recolor of ProtoMan.
There are some interesting things about the weapons:
http://themechanicalmaniacs.com/articles/MWCodesnData.php
MegaMan DOS:
Not unused, but hilarious.
Someone stole graphics from MM1DOS for Duke Nukem DOS. WAIT WHAT?!
MegaMan 3 DOS:
MM3DOS actually has got unused graphics! Going from left to right, starting from the top:
-unused "Weapon Get" graphics. First is a sprite of Megaman without any special weapons. This was contained within the MEGAWEPN.VFR file. Then we have Megaman with a completely separate arm attachment. This comes from each BOSS.VFR file.
-apperently, the pilot of Crorq is NOT Wily, but someone completely unknown to me...
-an unused forklift enemy. This was found in FRKLFT.VFR.
-from "The Mechanical Maniacs": "More unused sprites! These come from DOCWILLY.VFR. What are they? Well, the first appears to be a protective shield from Wily when you destroy his first protective shield. Why did they take that out? Too many sprites on the screen? The second is Wily's shattered bubble. No, this is not just a separate layer ... the sprites of Wily in his shield are one sprite. So why is this alone? Now, we do have sprites of Wily jumping and groveling, so ... I suppose Wily was meant to jump out of the "Wily Machine" and grovel when you beat him. I suppose they couldn't get that to work right (he does have an acid bath directly underneath him) or maybe they wanted to keep the Wily groveling sprite from the ending because Wily just explodes when you beat him. The sprites of Wily jumping and groveling were placed in the computer screen when you die at his level."
-apperently, the Rock (the worm thingy) is longer then shown
There does also exist a prototype of MMPC3 (which can be found together with a beta of the PC version of MMX in a 2-in-1 disk). This prototype lacks the stages of WaveMan, OilMan and BladeMan and calls Dr. Wily "Dr. Willy".
RockMan World 3:
Like RMW2, RMW3 contains some interesting unused weaknesses as well:
-Dive Missile -> SparkMan (2 damage)
-Drill Bomb -> SnakeMan (2 damage)
-Dust Crusher -> GeminiMan (2 damage, especially useful for dealing damage to both GeminiMan and his clone)
-Skull Barrier -> ShadowMan (2 damage)
-Screw Crusher is ineffective against every robot master and Punk (does 1 damage)
-MM3 weapons doesn't hurt MM3 robotmasters
-Skull Barrier block neither the Gemini Laser nor the Shadow Blade
MegaMan 4:
The Title Theme is actually LONGER than heard in the game, and it even LOOPS!
I also have heard, that someone owns a RockMan 4 prototype, similar to this scan:
http://www.rockmancorner.com/2009/04/mega-man-4-prototype-scan-reveals.html
The difference between his/her build and this scan is, that it actually has ALL Robot Master stages and NO Sphinx miniboss in PharaohMan's Stage.
MegaMan 5:
Remember the unused tentacle of the mini-boss of WaveMan's Stage? There even does exist an artwork, that supports it!
MegaMan 6:
The only interesting thing about the game is, that it has got an sample version and a Debug Menu similar to MegaMan 7.
MegaMan 7:
Originally, there wasn't MegaMan 7 or MegaMan X1-3, but rather "Super RockMan". There are a lot of sketches to it!
Not unused, but sometimes bosses has got only 4 fingers instead of 5, which is merely a mistake.
The Mad Grinder is the same in both the Sample and the Final. Additionally He has got more attacks in the Arcade games involving his design. It's also worth noting, that the Mad Grinder is broken in the game, while in the intro and in his artwork, he is fully intact. And last, he can breath fire in the intro, but not in the actual game.
AstroMan's design probably already existed in MegaMan 7! In SpringMan's Stage, there can be seen some drawings of an robot similar to AstroMan (together with some planets).
MegaMan 8:
Anyone remember the unused "Shoot! Shoot!" sprites? Well, they don't show up in the game at all! Neither in the final, nor in any of the prototypes.
Thanks goes to metalman from Jul. Inside the weapon get graphics you can read the text "NOW PRINTING" multiple times. Probably just a placeholder/filler graphic.
Also, Megamans sprites are seperated here in order to achieve the two-tone effect used in the game. While this IS used, this information helps searching for REAL unused graphics, like the "NOW PRINTING" text.
MegaMan 2 - The Power Fighters:
Remember that Duo pose? It's actually USED, albeit hidden behind effects. The other versions are unused, though.
MegaMan 9:
What's that? A test level? I wonder, if this actually exist...
There are some enemies, that are only seen in Wily stages, but are still listed together with regular enemies. Coincidence?
From "The Mechanical Maniacs": "According to S-Kill of the Capcom Unity forums, there exists an unseen, unheard of, unguessed, unproven, unsubstancianted and unfound mystery in MM9 that only he knows about and nobody else does. Once he hears someone tell him what it is, he assures us he'll let us know if we got it right. His fellow staffers assure us that he's on the level." |