the cutting room mirror

Unused Level Data

This is a sub-page of Mega Man 2.

Unused Level Tiles#

Crash Man#

64px|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#

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.

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#

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.

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.

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.

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

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.

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.

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

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.

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

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

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.

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#

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#

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

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 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

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

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#

Quick Man's stage contains an odd unused palette consisting of the yellow color used for the highlight on the "orbs" in the background and the lightest blue color used for the main tileset

Unused Yellow and Blue Palette

The palette for Quick Man's stage is not animated, but forcing it to animate reveals that not only were the Force Beams throughout the stage once meant to palette cycle between two frames, but that the unused palette was meant to be used for a palette cycling animation, possibly something embedded into the ground due to the non-animated part of it being a color shared with the main tileset. Unfortunately, it appears the tiles meant to make use of this palette were overwritten at some point. Ultimately, this palette cycle was disabled because it causes problems with the fading animation used in the hall of Changkey Makers.

Used

Unused

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 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 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

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