the cutting room mirror

Mega Man: The Sequel Wars

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Note: The sub-pages cover the unused areas and enemies.

Co-Op Mode Leftovers#

I'm beside myself with embarrassment

Much like the 2022 demo, there are some leftovers of the Co-Op Mode seen exclusively in the Episode Red demo. This can be enabled by adding 4 to the Global Settings 1 address of 26a0. Unlike the 2022 demo, though, this version is severely limited and almost entirely non-functional:

  • Player 2 is always a duplicate of Player 1 due to how the character selection works.
  • There are some severe palette issues with both players.

:* The player's face palette become almost entirely blank after pausing.

  • Player 2 can't move or be controlled by any means.
  • Player 2 no longer teleports to Player 1 when enough distance is closed.
  • Player 2 is completely untouchable and can't interact with some active sprites (enemies, props, items).
  • If Player 1 is defeated, the Life Energy meter turns grey and slowly refills, signaling the ability to respawn, just as it did in the earlier demo. However, no combination of inputs allows Player 1 to respawn in this state.
  • The graphics for Rush Jet still get scrambled, hinting that it might still be looking for non-existant Tango Jet graphics.
  • The Weapon Menu labels move up by one 8x8 block in an attempt to make room for Player 2's life bar, which no longer exists.

It's pretty obvious this function was long dead by the release of Episode Red. Still, it's curious how much of the mode remains.

Super Roll#

Watch on YouTube

As of the release of Episode Red, only Mega Man and Proto Man have the ability to use Adaptor Suits. However, the basics for a "Super Adaptor" for have been coded for Roll. Forcing RAM value 039A to 01 while selecting "Normal Roll" on the Mega Man 6 weapon screen will access this powerup.

Much like Super Mega Man from Mega Man 7, Super Roll is a combination of both the Power Adaptor and Jet Adaptor, allowing her to both fly and fire "Power Shots" at the cost of not being able to slide. She can, however, still "quick dash" by holding the Slide button and jumping, similar to Mega Man X4 and onward.

Play as a Metall#

By setting RAM address 287E to value 04 on the pre-game options, one can uncover a hidden character: the humble Metall, lovable semi-mascot of the series! However, it is far from finished.

At this point in development, it seems to be an odd mix of "Man" using Mega Man's sprites (causing its bullets to come out from under Mega Man's arm cannon), though some collision data has been changed. For example, the upper-half of its body can actually clip into terrain above it and won't take damage from enemies, and the Balloon Adaptor can only be used from a jump or a ledge as it spawms right on the floor. It also lacks all promised features of a Super Spin, the ability to swim, and the ability to hide under one's helmet.

Meep meep. (I'm using Ring Boomerang!) Meep! (Don't touch! I'm shy!)

Despite being very unfinished, the Metall has its own unique 1-up and Life Counter sprites with only the former being actually functional at this stage (and will change colors to match the character sprite's palette). It's also addressed by name in the Cossack Stage 4 cutscene.

It's worth noting that the Metall was playable in the "Metall Party" survival mode of the SAGE 2022 demo, though it didn't have any of the proposed features listed above. Instead, it had a short dash and a Shockwave ability to bounce other players away.

Revisional Differences#

v1.0#

  • Added Mega Man 4.
  • Added playable characters Protoman, Roll, and "Man".

v1.1#

  • Fixed some softlock issues.
  • Added "Infinite Ammo" option in pre-game options menu.3

References#


  1. Splash screen: "Woodfrog and Team Sequel Wars present"↩︎
  2. Sequel Wars Twitter: "Get Episode Red here!"↩︎
  3. Sequel Wars Twitter: "Episode Red has been updated to v1.1."↩︎