Uploaded August 2012 | Updated September 2026, 2 weeks ago
The game was plenty of unused enemies. In order of appearance:
0100 = Spinning Bomb. This is likely some dummy sprite. Touching is auto-kill.
0101 = Swordy. No delete animation. Can attack, but goes through walls.
010B = Floshell. A semi-complete enemy. Doesn't attack again and drops bomb chips.
010E = Dominerd. Incomplete enemy. Insta-kills.
010F = Handy. Enemy versions of this enemy. Can be killed, but no delete animation.
0110 = HardHead. Incomplete enemy. Insta-kills.
0112 = Gaia. Large, boss-like enemy. Incomplete. Insta-kills.
0125 = Large Spikey. Fully functioning. About the same HP as a regular Spikey.
0126 = Large Cannon. Full functioning. Much stronger than a regular Cannon.
0127 = Large Ammonicule. Fully functioning.
0128 = Large Blue Swordy. Unknown how to control jump height. Otherwise functioning.
The old, unused MegaMan sprite also has enemy behaviors. Idle acts as a Mettaur. Running acts as the Satellite enemy.
The game was plenty of unused enemies. In order of appearance:
0100 = Spinning Bomb. This is likely some dummy sprite. Touching is auto-kill.
0101 = Swordy. No delete animation. Can attack, but goes through walls.
010B = Floshell. A semi-complete enemy. Doesn't attack again and drops bomb chips.
010E = Dominerd. Incomplete enemy. Insta-kills.
010F = Handy. Enemy versions of this enemy. Can be killed, but no delete animation.
0110 = HardHead. Incomplete enemy. Insta-kills.
0112 = Gaia. Large, boss-like enemy. Incomplete. Insta-kills.
0125 = Large Spikey. Fully functioning. About the same HP as a regular Spikey.
0126 = Large Cannon. Full functioning. Much stronger than a regular Cannon.
0127 = Large Ammonicule. Fully functioning.
0128 = Large Blue Swordy. Unknown how to control jump height. Otherwise functioning.
The old, unused MegaMan sprite also has enemy behaviors. Idle acts as a Mettaur. Running acts as the Satellite enemy.










