the cutting room mirror

Unused Graphics

This is a sub-page of Mega Man II.

Unused graphics not related to the actual levels.

Sprites#

Mega Man#

Unused

Used

While tiles for Mega Man inching forward are present as usual, only one of them is actually used in-game, resulting in one of his legs inexplicably shrinking when he first moves forward.

Early

Final

There's a hole going right through this one!
okay now it's a reflection

This early buster shot based on the NES sprite would get replaced with its equivalent from the first Game Boy entry.

Bosses#

Crash Man#

Early

Final

A poorly-made early walking frame for Crash Man. Luckily, it was replaced with a much better sprite.

Metal Man#

Early

Final

An early, single-framed version of the Metal Blade can be found in Metal Man's sprite set. This 16×16 sprite seems more accurate to the NES version than the final sprite, which uses two 8×8 tiles that are flipped vertically and horizontally for each frame.

Needle Man#

An unused firing frame for Needle Man. While an equivalent frame is used in Mega Man 3 and should have been used here, the game instead erroneously alternates between the first firing frame and the standing frame when Needle Man shoots his Needle Cannon.

Unused

Used

An unused tile for the needles themselves also exists. This tile was again used in Mega Man 3, but for some inexplicable reason this game opts to use a different, horizontally facing needle sprite, despite the fact that Needle Man still only fires them diagonally downwards.

Magnet Man#

An unused frame from Magnet Man's intro animation. Although this is used in Mega Man 3, here his animation is only two sprites, the same as every other Robot Master in the game.

Quint Intro#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: This animation doesn't actually exist in the game, and if Quint were to use the standard boss intro animation it'd look different.
Worth noting that both frames have sprite mappings associated to them, and these indeed do take up the reserved slots used by boss intros in Quint's sprite pointer table, so they most likely were intended for it.

Look at him go
An unused intro animation for Quint. He just stays still in the final version.

Enemies#

Giant Springer#

MMIIMissile.png
A diagonal sprite for the missiles Giant Springers shoot. A different diagonal sprite is used for said missiles in Mega Man 3, but not here for whatever reason.

Metall#

Early

Final

MMII_-_Met_(Early_Version)_SP1.png MMII_-_Met_(Early_Version)_SP2.png MMII_-_Met_(Early_Version)_SP3.png MMII_-_Met_(Early_Version)_SP4.png

MMII_-_Met_(Final_Version)_SP1.png MMII_-_Met_(Final_Version)_SP2.png MMII_-_Met_(Final_Version)_SP3.png MMII_-_Met_(Final_Version)_SP4.png

Leftovers from a slightly off-model early version of the Metall enemy are part of the sprite set for Hard Man's stage. They were later updated to match the NES version of Mega Man 3. No early version of their hard hat seems to exist.

Peterchy#

Unused

Used

An unused sprite of Peterchy on both legs with its eye open. Its eye is closed in the used sprite. (Also note the different shading.)

Petit Goblin#

Early

Final

Some kind of face thing. This appears in the Air Man stage's object set, possibly being an early version of the Petit Goblin.

Pipi#

Early

Final

A hilarious-looking early Pipi is part of Wood Man's sprite set. These enemies appear in Wood Man's stage in the NES game but not in the Game Boy version, so their art was never updated.

Early

Final

The Pipi egg is a dinky 8×8 sprite in the Wood Man sprite set.

Early

Final

The Copipis that hatch from the egg have only one frame of animation in the Wood Man set.

Others#

Explosions#

Unused

Used

While there are three explosion effects used throughout the game, stored alongside them in the sprite set is an unused fourth one.

(Source: Original TCRF research)

Wily Shuttle#

Unused

Used

He's backed away...for now

A number of different-sized images for Dr. Wily's spaceship.

Not Sprites#

Fonts#

MMII_-_Unused_Font3.png
In the font graphics used for the weapons menu are some arrows that never get used.

It's a font, I have nothing to say
A font stored near the font used in the credits. The actual credits use a different font style, with this shaded one resembling the Stage Start text when selecting a robot master. Also, the unused arrows make a reappearance.

MMII_-_Unused_Font1.png
An unused font that goes from 0 to F. Used to pad out unused parts of graphics banks. Hiden Inyou Kikouhou: Ca Da uses the same graphics for the same padding purposes, once again unused there.

MMII_-_Unused_Font2.png
A number font that's used... in an entirely different game for the score display. Since the two games share staff and some code, it may be a leftover or a stray shared asset.

MMII_-_Unused_Font4.png
Near the select stage graphics is a small unused arrow of unknown purpose. Pointy.

Screens#

Stage Select (Robot Masters)#

Early

Final

Hard Man looks rather diminutive, doesn't he?
Unlike every other MM game, you use teleporters to get to these guys' stages

Early versions of the Robot Masters appear in the ROM.

Mockup

The early graphics actually use the background palette. They were probably used in a stage select like the one in Mega Man: Dr. Wily's Revenge.

Weapon Screen#

FixedIn-Game

Due to a programming error, part of Mega Man's helmet is missing.

Dr. Wily Castle#

FixedIn-Game

Due to a programming error, some tiles end up not being used correctly.

Earth#

Full

In-Game

The Earth graphic is slightly larger than it appears in-game - 16 pixels are cut off from the bottom.