List of unused Mega Man enemies

The following is a list of enemies from the Mega Man series that, while they were created in development, never made it to the final game.

Beta Super Cutter
The original sprite for the super cutter has a series of rings following the cutter itself.



Springer
Springers were originally going to appear in the original Mega Man, but were cut from the game.



Okosutobon
Okosutobon were proposed as an enemy idea, but never made it further than the paper sketches.

Disk Bird
An unused enemy sketch. It is unknown what its further behavior would be.

Magnet Enemy
An unused enemy from mega man 2. It bears resemblance to Magnet Man and Bright Man.

Drillun
Main article: Drillun



Holder enemy
An enemy that would hold and probably release/puppeteer another robot it was operating.

Puppet enemy
Likely would have functioned by chasing the player.

"Berettan"
A gun enemy that might have behaved similarly to the Colton s from Mega Man 6.





Teddy Bear enemy
Might have broken apart when shot as a sort of counterattack.

Wheel Snail enemy
Would roll up into its shell and charge at Mega Man.

Saw-Segmented enemy
Would launch a segment of it at Mega Man as an attack, possibly similar to the logs launched by an Axe Max.



Punch Ball enemy
Would launch the iron ball in its mouth as a an attack not dissimilar to a spring boxing glove.

Seal enemy
A seal enemy carrying an iron ball that it would launch at Mega Man. It is likely it would have appeared in Dive Man's stage.

Sphinx Sub-Boss
An unused Sphinx sub-boss that would have resided in Pharaoh Man's stage.







Wheeled cannon enemy
An unused cannon enemy found in the game's code. It is unknown about any further behavior this would have.



Pillar enemy
An enemy that would have extended itself to block entry into passages. The glowing sphere in the middle is likely what it's weak point would have been.

Bagworm enemy
A bagworm enemy that likely would have dropped down from the ceiling, and exposing it's weak point, as seen in one of it's animations.



Bomb Launcher enemy
An enemy that would have launched a bomb when it was directly above Mega Man.

Hammer enemy


Would have possibly had similar behavior to the Kao ga Mehda from Mega Man 8.

Green Bombier
An unused alternate color pallete for the Bombier.

Beta Tondeall
A much different, lightbulb-like robot that was a beta sprite for the Tondeall.



Possible Up'n'Down
A possible "pit-hopper" enemy.



Possible Gabyoall
An enemy resembling a Gabyoall/Springer.

Beta Jet Bomb
An early sprite for the jet bomb that looks more like a Walking Bomb.



Beta Giree
An early sprite for the Giree.

Bunby Carrier


A Bunby Heli that would have flown in from the background and dropped Metalls.



Junk Magnet enemy
Would likely have done its namesake, as well as appearing in Junk Man's stage.



Red Tsuranattori
An early coloration of Tsuranattori.



Flying Cannon
Would have shot missiles at Mega Man, as well as aiming its shots.

Beta Gobots
An early sprite of the Gobot.



Unused Shade Man Sub-Boss
Would have appeared in Shade Man's stage, and attacked by punching. Interestingly, Broken remains of this robot can be found in the background of said stage.



Beta Derusu Bee
Cyan with a triangle as opposed to the plain violet in the final.



Beta Gockroach S
A red tint instead of the normal white in the final.



Beta Tamagodon
In the beta, the dark brown was slightly darker.



Beta VAN Pookin
The second shell is orange as opposed to gray in the final.

Skateboarder Enemy
A skateboarder enemy that would have needed both the enemy and its skateboard to be destroyed.



Squirrel Enemy
A squirrel enemy with either a jet or cannon for its tail.

Purple Bunby Catcher


A purple Bunby Catcher. Might have also supported Bass as an early equivalent to the Beat Call.

Goblin Sub-boss


A two-faced goblin sub-boss that would have attack with assistance from Petite Goblins, Kaminari Goro s, Kaminari Kogoro s, and Oni Robo s.

Jellyfish Enemy
An unused jellyfish enemy. The enemy falls down from the ceiling and swoops back and forth. When it collides with the ground, it drills into it, leaving only a small part of its sprite visible above ground. It only takes 1 hit to kill.

Tombot Spawner
A hatch that would have spawned Tombots at a regular rate.