Difference between revisions of "Cut Content"

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(The eight Mega Man 2 RMs + Honey Woman, Punk, Blizzard Man, Toad Man, and Dust Man)
 
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** "dracmeister_2" (or, as stated in room code, "Tool-Assisted") was cut due to it setting weapons to infinite and carrying over to the rest of the Pit. The stage required the use of utility weapons to proceed.
 
** "dracmeister_2" (or, as stated in room code, "Tool-Assisted") was cut due to it setting weapons to infinite and carrying over to the rest of the Pit. The stage required the use of utility weapons to proceed.
 
** [[JupiHornet]]'s "da ba dee da ba di" was supposed to be an entirely different stage with an all-blue color scheme (hence the "I'm Blue" reference in the name), but an earlier version was ported to the game instead.
 
** [[JupiHornet]]'s "da ba dee da ba di" was supposed to be an entirely different stage with an all-blue color scheme (hence the "I'm Blue" reference in the name), but an earlier version was ported to the game instead.
 +
* Among the sprites created for Absolute ZERO was one for a fourth phase resembling a hybrid of Zero's canon and ''MaGMML'' designs, intended to go between the final game's third and fourth/final phases. This phase was dropped as ACESpark felt it was unnecessary to have a third joke phase.
 +
* The final version of Daisy Bell in ''MaGMML2'' uses a recording from 1894, sung by Edward M. Favor, combined with a stock music track. Prior to this, ACESpark attempted to make their own recording through synthesised singing, but their various attempts felt too "creepy" and unpolished to use. These can be heard at the links below:<br>
 +
{| class="wikitable"
 +
|- style="text-align:center;"
 +
| colspan="2" | [[File:AbsoluteZeroUnusedPhase4.png|frameless|center|The unused Phase 4]]
 +
The unused Phase 4.
 +
|- style="text-align:center;"
 +
! colspan="2" |Unused Music Tests
 +
|-
 +
|[https://magmmlcontest.com/magmml2/AbsoluteZeroSingingTest.ogg AbsoluteZeroSingingTest.ogg]
 +
|[https://magmmlcontest.com/magmml2/AbsoluteZeroSingingTest2.ogg AbsoluteZeroSingingTest2.ogg]
 +
|}
  
 
== ''[[Make a Good 24 Hour Mega Man Level]]'' ==
 
== ''[[Make a Good 24 Hour Mega Man Level]]'' ==
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====Fire Man====
 
====Fire Man====
* Along with [[Quick Man]] from ''MaGMML2'''s [[The Arena|Arena]], [[Fire Man]] from [[Null and Void (MaGMML2)|Null and Void]] was provided with the ''MaG24HMML'' devkit, though as he never appeared in any levels, he went unused. However, he still exists in the game's files like the rest of the ''MaGMML2'' devkit bosses.
+
* Along with [[Quick Man]] from ''MaGMML2'''s [[The Arena|Arena]], [[Fire Man]] from [[Null and Void (MaGMML2)|Null and Void]] was provided with the ''MaG24HMML'' devkit, though as he never appeared in any levels, he went unused. However, he still exists in the game's files like the rest of the ''MaGMML2'' devkit bosses.  
  
 
=== Unfinished stages ===
 
=== Unfinished stages ===
 
* [[Big Fish (user)|Big Fish]], MugMan, and [[Shinryu]] all entered the contest and received boxes, but were unable to finish their levels within the time limit. [[ThatOneEnder]] also requested and received a second box, but similarly was not able to finish in time.
 
* [[Big Fish (user)|Big Fish]], MugMan, and [[Shinryu]] all entered the contest and received boxes, but were unable to finish their levels within the time limit. [[ThatOneEnder]] also requested and received a second box, but similarly was not able to finish in time.
  
====Other cut content from the game====
+
=== Unused stages ===
* No [[Destroyable Blocks]] appear in the game. However, sprites of an unused [[Super Arm]] destroyable block can be found instead of the [[Slash Claw]] one if the game is decompiled. [[File:DestroyableSuperarmBlock.png]]
+
Unused levels and stages that can be found when you decompile the game. Buckle up, because we've got a lot coming. We've also provided level maps for most of these.
 +
 
 +
==== lvlCopyThisRoom ====
 +
A mere leftover from the devkit of ''Make a Good Mega Man Level 2''. Features literally nothing except for four solid, invisible blocks and the spawnpoint.
 +
 
 +
[[File:24HUnusedMap lvlCopyThisRoom.png|256px]]
 +
 
 +
==== lvlDefaultWilyStage ====
 +
A small room consisting of nothing but Needle Man's tiles and a singular [[Energy Element]]. There isn't a boss to be found here.
 +
 
 +
[[File:24HUnusedMap lvlDefaultWilyStage.png|256px]]
 +
 
 +
==== lvlHelipad ====
 +
An unused level (likely intended to be a Wily stage) that has seven finished screens, featuring [[Low Gravity]] and [[Conveyor]]s. This was scrapped due to its... not very good nature. An unused track for this level has been found as well.
 +
 
 +
[[File:24HUnusedMap lvlHelipad.png|256px]]
 +
 
 +
==== lvlWily4 & room141 ====
 +
A 14-screen level featuring tiles from [[Wily 3 (MaG24HMML)|Wily 3]] that would've contained precise platforming with [[Time Slow]] activated while grabbing blocks with [[Super Arm]], as well as several [[Junk Golem]]s, and ending off with a spike drop.
 +
 
 +
==== room140 ====
 +
A very short level featuring Destroyable Blocks, and a small challenge at the end. This was made as [[ParmaJon]] was messing around with stuff, a sketchpad of ideas, if you will.
 +
 
 +
[[File:24HUnusedMap room140.png|256px]]
 +
 
 +
==== lvlBeta ====
 +
Another ''MaGMML2'' Devkit leftover. This time, of the room that showcases almost absolutely everything.
 +
 
 +
==== room129 ====
 +
A working recreation of [[Crash Man]]'s stage from ''[[Mega Man 2]]''. Interestingly, there is an extra section at the top left that is never seen in said game featuring [[Blader]]s, [[Telly]]s, [[Cannon]]s, and a [[Batton]]. This was from an idea of porting a bunch of older levels to the [[Megamix Engine]] that didn't go anywhere. A map for that extra section is below. Everything else is identical to Crash Man's stage.
 +
 
 +
[[File:24HUnusedMap room129 Top Left.png|256px]]
 +
 
 +
==== lvlFortBoss1Test ====
 +
A test room for the [[Cloud Devil]] with Wily 3's tiles. Note how the level name is lvlFortBoss1Test, when Cloud Devil appears in [[Up 'n' Duck|the second Wily stage]]. And no, that [[Giree]] in the wall is not misplaced, it's in the wall when the level is opened.
 +
 
 +
[[File:24HUnusedMap lvlFortBoss1Test.png|256px]]
 +
 
 +
==== lvlCreshBossTest ====
 +
Another test room like the last one, but this time for [[Giga Count]].
 +
 
 +
[[File:24HUnusedMap lvlCreshBossTest.png|256px]]
 +
 
 +
==== ''MaGMML2'' Showcase Hub ====
 +
Finally, all of the Showcase Hub from ''MaGMML2'''s devkit is still left over. Quick Man and Fire Man have both been added to the Boss Showcase, however.
 +
 
 +
===Other cut content from the game===
 +
* No [[Destroyable Blocks]] appear in the game. However, sprites of an unused [[Super Arm]] destroyable block can be found instead of the [[Slash Claw]] one if the game is decompiled. [[File:DestroyableSuperarmBlock.png|right]]
 +
**Other Destroyable Blocks have also been renamed, despite having no graphical changes. These changes are as follows:
 +
***Jewel Satellite > Water Wave
 +
***Flash Stopper > Time Slow
 +
***Wheel Cutter > Chill Spike
 +
*There is an unused graphic called "sprTimeSlowLightning", presumably for when the weapon is used. [[File:TimeSlowLightning.gif|right]]
 +
*Noble Nickels and the upgraded Charge Shot, both from ''MaGMML2'', can be found in the game's files, despite never being used.
 +
*[[Zero]]'s [[Costumes|costume]] from ''MaGMML2'' is also left over, despite not appearing in the game.
 +
 
 +
==''[[Make a Good 48 Hour Mega Man Level]]''==
 +
===Unused Bosses===
 +
====Megamix Engine Bosses====
 +
As a game made in the [[Megamix Engine]], every boss included with it remains in the game's files. However, of the 61 bosses, 10 of them are completely unused in the final game. Additionally, [[Hard Man]] only appears in a modified form (as Darkwing Duck), while [[Blizzard Man]]'s sole use gives him different weakness values, meaning both their vanilla damage tables are never used.
 +
 
 +
===Other cut content from the game===
 +
* Destroyable Blocks for the [[Spark Shock]], [[Salt Water]], and [[Beat]] were supported by the engine; however, no such blocks are used in the final game.
  
 
==''[[Make a Good Mega Man Level: Episode Zero]]''==
 
==''[[Make a Good Mega Man Level: Episode Zero]]''==
 
===Unused Bosses===
 
===Unused Bosses===
 
====Megamix Engine Bosses====
 
====Megamix Engine Bosses====
Because ''MaGMML: Episode Zero'' was made using the [[Megamix Engine]], all of its devkit bosses are included. In the final game, however, only 13 of them are used (not counting [[Yamato Man]], whose sole appearance is drastically different from his engine counterpart).
+
Because ''MaGMML: Episode Zero'' was made using the Megamix Engine, all of its devkit bosses are included. In the final game, however, only 13 of them are used (not counting [[Yamato Man]], whose sole appearance is drastically different from his engine counterpart).
  
 
===Rejected stages===
 
===Rejected stages===
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* "In the Roots Of..." by [[Zatsupachi]] was based on his ''MaGMML2'' entry, [[Yggdrasil]].
 
* "In the Roots Of..." by [[Zatsupachi]] was based on his ''MaGMML2'' entry, [[Yggdrasil]].
 
* Other unfinished levels include "Brick Built", "Crystal Planet", "One", "Dojo of Mild Peril", "Downwards Doom", "Stereo Perfection", "Deforestation of Jerry", and "Faild Fortress".
 
* Other unfinished levels include "Brick Built", "Crystal Planet", "One", "Dojo of Mild Peril", "Downwards Doom", "Stereo Perfection", "Deforestation of Jerry", and "Faild Fortress".
 +
* [[Null and Void (Episode Zero)|Null & Void]] was originally meant to have a segment by [[Camwoodstock]], but she couldn't finish it in time.
  
 
===Other cut content from the game===
 
===Other cut content from the game===

Latest revision as of 12:47, 24 January 2022

Creating video games is a long and hard process, and some things are bound to end up being left on the cutting room floor, especially when there's a deadline to be met. The Make a Good Mega Man Level series is no exception, and cut content is present in almost every game, be it things that had to be cut for time, or levels that were planned but didn't make it for one reason or another.

Make a Good Mega Man Level[edit]

Individual Stages[edit]

  • Citadel Basement was planned to have a boss called "Rail Hunter". This had to be scrapped due to time.
  • Napalm Forest and Caves was planned to include a modified Napalm Man fight, which was scrapped due to time constraints. Napalm Man would eventually be implemented as a boss in Thoron's MaGMML2 entry, Conveyor Mayhem.

Unfinished Stages[edit]

  • Dustinvgmaster1 had plans to enter a stage called Eclipse Woman, but the stage was ultimately scrapped due to lack of time and motivation.

Make a Good Mega Man Level 2[edit]

Differences between results stream and public release[edit]

On May of 2017 Flashman85 was given an incomplete version of the game in order to announce the results and show off the levels via livestream. This incomplete version resembled the completed version for the most part, but still had a lot of noticeable differences.

Content not in the results stream but added afterwards (such as the Clown Man NPC) should not be noted on this page. This is cut content, not added content.

  • The Scorching Duo fought at the end of Tier 4 consisted of the Scorch Man from Mega Man Eternal, as well as the one from Mega Man Sunrise. Furthermore, two other Robot Masters from Mega Man Eternal appeared as NPCs. Jolt Man could be found in Chateau Chevaleresque while Illusion Man could be found in Tier 5. Following objections from Eternal's creator, that game's Scorch Man was replaced with Scorch Man from Zook Hero Z, Jolt Man was replaced with Storm Man from Mega Man: The Dark Resistence, and Illusion Man was replaced with Magnet Man from Mega Man 3.
  • The Tier 1 hub was originally based on Jolt Man's stage from Mega Man Eternal, and was colored green. Jolt Man's theme even played before distorting and fading out during the cutscene that plays upon first entering the tier. Again, at the request of Eternal's creator, the hub tileset was recreated to differentiate it from Jolt Man's stage, and an original composition was added for the cutscene.
  • The Cut Man? (the Cut Man from Cut Man's Bad Scissors Day) costume was unlocked by giving Knight Man enough Noble Nickels. In the public release, it's unlocked by completing Escape Sequence, while the Doropie, Mega Man (Hair), Rokko Chan, Mega Man?, and Rockman CX costumes are unlocked from Knight Man.
  • The Mega Buster upgrade costed less. This was changed due it being deemed too powerful for its price at the time.
  • Pepsi Man, instead of being the Pepsi mascot, was instead Pepsi Man Mega Man FU: The Dankest Meme. This was changed later when the developers decided against referencing unreleased fan games. Mega Man FU was later cancelled.

Individual Stages[edit]

  • RedBlupi stated there were a few things he wanted to implement in Cyber Man but couldn't due to the deadline. He wanted to implement a bonus stage similar to the one in Mega Man Final 3, and he wanted to give Cyber Man an attack where he turned giant and tries to crush Mega Man with his fists.
  • Inner Sanctum's original name was "Throne Gate".
    • A pink Toad Man was originally going to be a miniboss in this stage, along with Gravity Man. It would only be damaged by the Wheel Cutter. This Toad Man can still appear with the Surprise Bosses cheat on.
  • As stated at the end of the level, Shovel Knight was planned to be the boss of his titular level. This wasn't implemented as the creator "had to prioritize other things in [their] life at the moment".
  • MegaLondo was originally conceived as a Castlevania stage with a Wily Dracula as the boss. Lambda stated that time constraints caused him to scrap that boss and he changed it to a Dark Souls themed level.
  • Bouncy Castle's original name was "Bouncy Calamity" during submission, but it was misnamed after the level was inserted.
    • Additionally, when the level was in development, the bouncing effect used to be constant and more intense instead of occurring in set periods, this was changed as several people became nauseous when an initial beta of the level was offered for testing.
  • Coyote Man was going to have a miniboss called Mega Mizzile. Cheez thought she wouldn't have time to finish it, and so put an "On Strike!" sign in its room. She then had more time than she thought, but liked having the "On Strike!" sign and ultimately did not implement Mega Mizzile.
  • The original version of Deep Thoughts was very different than the final product. Some changes include:
    • There was originally a recreation of the boss room from Duwang directly to the right of the starting room, minus the Curlinger and Brain Break. When entered, Takumi says "Deja vu! I feel like I've been here before!"
    • Some questions were changed considerably. Most notably, the final question in the final version was instead question 14, and required you to answer the question correctly instead of being a fakeout. The original final question was a hexadecimal math question, using teleporters that correspond to letters A through D.
    • Color Man was originally in the room that Sheriff Man is fought in the final version.
    • Cheat Man's boss arena was originally Cream's room from Yggdrasil.

Other cut content from the game[edit]

  • Originally, Match Blast was to be themed after Boil Man. While this was changed, the color palette was reused for Carry.
  • There was planned to be a Tier X level where you play as Alter Man, called "Alter Man's Revenge". This would involve him fighting Robot Masters from the various entries and gaining their weapons, which would be how the player would unlock the alternate weapons. Shinryu scrapped this due to time.
  • Another planned way to unlock the alternate weapon set would be upon completion of the Pit of Pits. This was deemed too challenging, and the means of unlocking the alternate weapons were ultimately changed to collecting 170 Noble Nickels (the total number of Noble Nickels in the entries).
  • Ryu, Jewel Man, and Nitro Man all almost made it into the final game as costumes, but were cut due to them having either missing or poorly made sprites. Ryu was replaced with Sonic, while Jewel Man and Nitro Man were not included at all.
  • Ran (from Bob & George), Shantae, Model A, Rockman no Constancy, and Duo were all planned to be costumes, though they were scrapped as the game had memory issues with the skin pages, meaning they had to be cut. Some of these were later made available as custom costumes by their creators.
  • Chimerabot 1 was supposed to have combined Haunt Man with Launch Man & Shuttle Man, but due to the rushed nature of the Chimerabots, the idea was scrapped due to the code being too complex to figure out in the time that was had. Ultimately, the final Chimerabot 1 combines Joe Man and Bond Man.
  • Rail Hunter was planned to be a statue boss, though this was scrapped. The statue that would have accessed this boss still remains in the Tier 10 hub.
  • There were a couple of stages in the Pit of Pits that were outright cut due not meeting quality assurance, or for other development reasons.
    • "dracmeister_2" (or, as stated in room code, "Tool-Assisted") was cut due to it setting weapons to infinite and carrying over to the rest of the Pit. The stage required the use of utility weapons to proceed.
    • JupiHornet's "da ba dee da ba di" was supposed to be an entirely different stage with an all-blue color scheme (hence the "I'm Blue" reference in the name), but an earlier version was ported to the game instead.
  • Among the sprites created for Absolute ZERO was one for a fourth phase resembling a hybrid of Zero's canon and MaGMML designs, intended to go between the final game's third and fourth/final phases. This phase was dropped as ACESpark felt it was unnecessary to have a third joke phase.
  • The final version of Daisy Bell in MaGMML2 uses a recording from 1894, sung by Edward M. Favor, combined with a stock music track. Prior to this, ACESpark attempted to make their own recording through synthesised singing, but their various attempts felt too "creepy" and unpolished to use. These can be heard at the links below:
The unused Phase 4

The unused Phase 4.

Unused Music Tests
AbsoluteZeroSingingTest.ogg AbsoluteZeroSingingTest2.ogg

Make a Good 24 Hour Mega Man Level[edit]

Unused Bosses[edit]

MaGMML2 Devkit Bosses[edit]

  • While only four are used, all of the MaGMML2 devkit bosses are in the game, through unused.

Fire Man[edit]

  • Along with Quick Man from MaGMML2's Arena, Fire Man from Null and Void was provided with the MaG24HMML devkit, though as he never appeared in any levels, he went unused. However, he still exists in the game's files like the rest of the MaGMML2 devkit bosses.

Unfinished stages[edit]

  • Big Fish, MugMan, and Shinryu all entered the contest and received boxes, but were unable to finish their levels within the time limit. ThatOneEnder also requested and received a second box, but similarly was not able to finish in time.

Unused stages[edit]

Unused levels and stages that can be found when you decompile the game. Buckle up, because we've got a lot coming. We've also provided level maps for most of these.

lvlCopyThisRoom[edit]

A mere leftover from the devkit of Make a Good Mega Man Level 2. Features literally nothing except for four solid, invisible blocks and the spawnpoint.

24HUnusedMap lvlCopyThisRoom.png

lvlDefaultWilyStage[edit]

A small room consisting of nothing but Needle Man's tiles and a singular Energy Element. There isn't a boss to be found here.

24HUnusedMap lvlDefaultWilyStage.png

lvlHelipad[edit]

An unused level (likely intended to be a Wily stage) that has seven finished screens, featuring Low Gravity and Conveyors. This was scrapped due to its... not very good nature. An unused track for this level has been found as well.

24HUnusedMap lvlHelipad.png

lvlWily4 & room141[edit]

A 14-screen level featuring tiles from Wily 3 that would've contained precise platforming with Time Slow activated while grabbing blocks with Super Arm, as well as several Junk Golems, and ending off with a spike drop.

room140[edit]

A very short level featuring Destroyable Blocks, and a small challenge at the end. This was made as ParmaJon was messing around with stuff, a sketchpad of ideas, if you will.

24HUnusedMap room140.png

lvlBeta[edit]

Another MaGMML2 Devkit leftover. This time, of the room that showcases almost absolutely everything.

room129[edit]

A working recreation of Crash Man's stage from Mega Man 2. Interestingly, there is an extra section at the top left that is never seen in said game featuring Bladers, Tellys, Cannons, and a Batton. This was from an idea of porting a bunch of older levels to the Megamix Engine that didn't go anywhere. A map for that extra section is below. Everything else is identical to Crash Man's stage.

24HUnusedMap room129 Top Left.png

lvlFortBoss1Test[edit]

A test room for the Cloud Devil with Wily 3's tiles. Note how the level name is lvlFortBoss1Test, when Cloud Devil appears in the second Wily stage. And no, that Giree in the wall is not misplaced, it's in the wall when the level is opened.

24HUnusedMap lvlFortBoss1Test.png

lvlCreshBossTest[edit]

Another test room like the last one, but this time for Giga Count.

24HUnusedMap lvlCreshBossTest.png

MaGMML2 Showcase Hub[edit]

Finally, all of the Showcase Hub from MaGMML2's devkit is still left over. Quick Man and Fire Man have both been added to the Boss Showcase, however.

Other cut content from the game[edit]

  • No Destroyable Blocks appear in the game. However, sprites of an unused Super Arm destroyable block can be found instead of the Slash Claw one if the game is decompiled.
    DestroyableSuperarmBlock.png
    • Other Destroyable Blocks have also been renamed, despite having no graphical changes. These changes are as follows:
      • Jewel Satellite > Water Wave
      • Flash Stopper > Time Slow
      • Wheel Cutter > Chill Spike
  • There is an unused graphic called "sprTimeSlowLightning", presumably for when the weapon is used.
    TimeSlowLightning.gif
  • Noble Nickels and the upgraded Charge Shot, both from MaGMML2, can be found in the game's files, despite never being used.
  • Zero's costume from MaGMML2 is also left over, despite not appearing in the game.

Make a Good 48 Hour Mega Man Level[edit]

Unused Bosses[edit]

Megamix Engine Bosses[edit]

As a game made in the Megamix Engine, every boss included with it remains in the game's files. However, of the 61 bosses, 10 of them are completely unused in the final game. Additionally, Hard Man only appears in a modified form (as Darkwing Duck), while Blizzard Man's sole use gives him different weakness values, meaning both their vanilla damage tables are never used.

Other cut content from the game[edit]

  • Destroyable Blocks for the Spark Shock, Salt Water, and Beat were supported by the engine; however, no such blocks are used in the final game.

Make a Good Mega Man Level: Episode Zero[edit]

Unused Bosses[edit]

Megamix Engine Bosses[edit]

Because MaGMML: Episode Zero was made using the Megamix Engine, all of its devkit bosses are included. In the final game, however, only 13 of them are used (not counting Yamato Man, whose sole appearance is drastically different from his engine counterpart).

Rejected stages[edit]

Unlike other MaGMML projects, Episode Zero had a QA team to vet submitted levels. While many levels made it through after a number of revisions, some were rejected and never improved on:

  • "Sandburnt Factory" by Makaibros and "Lava Run" by DiamondWolf were rejected multiple times and ultimately did not make it into the final game, but assets and concepts from both levels would be reused for their creators' respective Null and Void rooms.
  • "R2L" was rejected multiple times, and was eventually blacklisted as the QA team decided little improvement was being made with each revision.
  • "Episode Spearow" by SCMidna was a level loosely inspired by Mount Sabre, but based on Pokémon and using tiles from Pokémon Gold and Silver. Among other problems, it was partially rejected as Defeat the Giant Spear Man! already filled a similar niche as an early-game crossover level.
  • Other rejected levels that didn't enter the final game include "The Pollen Level", "Sky Climb", "A Link Between Worlds", "Data Quest", "Crystal Clouds", and "Croaker Creek".

Unfinished stages[edit]

A number of stages were claimed by submitters, but were unfinished and unsubmitted by the time submissions closed.

  • "In the Roots Of..." by Zatsupachi was based on his MaGMML2 entry, Yggdrasil.
  • Other unfinished levels include "Brick Built", "Crystal Planet", "One", "Dojo of Mild Peril", "Downwards Doom", "Stereo Perfection", "Deforestation of Jerry", and "Faild Fortress".
  • Null & Void was originally meant to have a segment by Camwoodstock, but she couldn't finish it in time.

Other cut content from the game[edit]

  • No Blank Drive-specific Destroyable Blocks exist in the final game, but the object was capable of being weak to it. The absence of such blocks is likely because the Blank Drive in the devkit did nothing if a chip wasn't equipped.
  • Cursor Corruption originally had the Cursor taunting Zero throughout the level, but this was scrapped as it ruined the level's pacing. The Cursor would also create MS Paint versions of the Yellow Devil, the Mega Man Killers, Quint, Volt Man, and Komuso Man, but these were cut before the first submission.
  • The Alter Archive was supposed to include Glass Man among its roster, but time constraints with getting permission from RedBlupi resulted in Sheriff Man taking his place.
  • The final stage leading up to the fight against Trio had original music composed for it, but it was replaced with more atmospheric and ambient music. The unused track can still be listened to via the jukebox in Chateau Chevaleresque.