Mega Man Battle Network 5, known as Battle Network Rockman EXE 5 in Japan, is a Strategy RPG developed by Capcom Production Studio 2 for the Game Boy Advance and Nintendo DS. MBN5 for the DS features a 3D Megaman on the bottom screen. For most of the game, it sits there idly. However, by manipulating a command in the game, MegaRockReborn found all animations for all models. This reveals several unused animations which suggest perhaps the game were more animate or would have been fully rendered in 3D.
Here are GIFs of the unused animations.
Using the same trick in MBN5, the unused character models found in Megaman Star Force can replace the models i this game to actually show up. Evidently the model format is the same one Megaman Battle Network 5 DS can read. Animations are different but the first frame can still be seen and here are the character models in their natural state. The emulator isn’t perfect but the models are lacking completeness in contrast to the actual models used in the game.
Mega Man Legends 3 (aka Rockman DASH 3 in Japan) is a cancelled action game that was in development by Capcom for the Nintendo 3DS. The game was announced in July 2010 and it was going to be created with the help of the fans, thanks to the MML3 Developer Room website:
Yes, the Developer Room, or as it’s more popularly known, the “Devroom” is a place where people interested in the upcoming Mega Man Legends 3 title for 3DS can convene to exchange ideas on the game’s development. We hold monthly Devroom events where members can submit their ideas for content, some of which will be selected by the game’s development team to actually be implemented in the game.
A playable Mega Man Legends 3 prototype was going to be released with the launch of the 3DS eShop download service, to let players to test the game and give even more feedbacks about how to develope it. Sadly, something went wrong and on the 18th july 2011, Mega Man Legends 3 was officially cancelled:
Unfortunately it was not felt that the Mega Man Legends 3 Project met the required criteria, and it is with regret that we must announce that the Mega Man Legends 3 Project has been cancelled, meaning that Capcom will not be releasing the Prototype or the full game. Additionally, updates of the Mega Man Legends Developer Room will cease as of today, though the North American Developer Room and its forums will remain open indefinitely.
The prototype was never released on the 3DS eShop, but we hope that in the future it could be at least leaked somehow.
Mega Man 8, known as Rockman 8: Metal Heroes in Japan, is the eighth installment in original Capcom’s Mega Man series, and was originally released in Japan on the Sony PlayStation on December 1996. The following year, Mega Man 8 saw a release on the Sega Saturn and was localized for both consoles in North America and the PlayStation in PAL regions. Director Hayato Kaji revealed that he initially designed Duo as robot created by the Mega Man 4 character Dr. Cossack. When it was decided that Duo would instead come from outerspace, his appearance changed but still retained remnants of Russian traits, such as his headware. [Info from Wikipedia]
Thanks to Proto1, we found out that MegaphilX uploaded an interesting video from a Mega Man 8 beta in his Youtube Channel.
Everything is practically unused in the footage. The background, the effects, no bolt item, Mega Man’s got a strange running animation and towards the end of the video, you can see early footage of the stage select screen. The bosses have not been made yet, so their Metools act as their temporary icons. Also, a sprite of Duo appears here as well, something that isn’t in the final at all.
- Completely unused BGM
- The background for the stage is unused and unfinished.
- Mega Man has an odd running animation. He’s very stiff in comparison to his final running animation
- His color when using the MegaBall is Green and Yellow instead of Pink and purple.
- Enemies appear at places they don’t usually in the final.
- Big yellow blocks have a blue streak through them. In final, they’re solid yellow.
- at one point in these videos, there’s an elevator lift moving downwards. In the final, elevators never go down, only up.
- No enemies in elevator portions.
- No hit detection with Whale Airship enemies.
- Bolt items weren’t implemented yet
- Beginning at 5:04 in this video, you can catch a quick glimpse at a work-in-progress stage select. Mettools represent stages under construction, and the Duo character is shown as the boss for the Island stage. Duo isn’t a boss in the Island stage, so perhaps he was in this particular build.
- Also at the stage select, Tengu Man’s mugshot appears on the top right column where Frost Man should be. In the final, he’s on the top left.
Thanks to Proto1 for the contribution!
For comparision, here’s the final frost man stage:
Here’s an update showing the beta in more detail by DeGamer (aka Henger83)
Two more additional stages in this version seen above are covered here by JosephCollins
An even later beta build with many more differences can be seen in action here:
Mega Man X Command Mission (Rock Man X Command Mission in Japan) was released only a few months before Mega Man X8, yet it takes place arround 100 years AFTER the events of X8. Also of note, is that it’s the first Mega Man X Game NOT to follow the standard style, due to the fact of it being an RPG adventure. Below, you will see what appears to be a prototype build, and two beta builds, along with a few videos.
There’s some unused dialoge between the characters, namely what Cinnamon says to you… that, and the fact that she’s even where she is doesn’t make much sense. The fight with Wild Jango starts VERY differently in the final, and although the battle area is right, how you get there, is WAY off.
Also, you go into battle with X, Zero, and Axl. In the final version, all you have at your side is Spider, but then, in this demo, almost everything is out of order, so I just assume it’s a demo from E3 or something, which would make sense. In the final, the voices and text are in english, instead of like in the videos. Also, these were uploaded to IGN on august 6th i think, at least a month before american release, and just after japanese release.
Here are a couple of Trailers of the game. One of which shows X using a slightly altered version of his Action Trigger, Charge Shot. The screen goes black upon firing, and the camera is behind the enemy. In the final, the charge shot attacks more than just one enemy, doesn’t go behind enemy/enemies, and the screen DOESN’T go dark.
Prototype (?) version
In these, the most notable difference is that X is in his standard form. No special colors, just standard X. In the final, he looks MUCH different. And to those that have played the game themselves, notice the vendor for the shop just to the right of X? Vendor my eye, that’s an enemy!Also, the attack seen in the In Battle picture, is currently unknown. It appears to be a Final Strike. Also of note, the Battle HUD is different from next version’s, and also different from the final. And, take notice and compare the Battle HUD in this version, the the one in the next version. Something odd going on here.
Version 2 (beta)
Here can be seen a few differences from the final. Dialoge is different, battle HUD is different, and so is the map.
I wanted to do a special point out for the above pictures. Character mugshots are in the “turn” lineup, that aren’t even in the battle at the moment. Also, I could be wrong, but, I don’t think you can switch characters mid battle, and even if you could, how could it predict something that hasn’t been set yet?
My personal guess is that there was more to the battle system planned at this stage of development. Also of note, is that the Battle HUD is the EXACT SAME in all three pics, so at this point, it’s just as possible that the HUD is just an overlaying image. Look at the numbers used for the character stats even. they go in almost perfect sequence. I mean, X’s life energy and weapon energy put together, read 1234567, then zero’s reads 7890234, axl’s reads 3456456.
Version 3 (near final)
There’s not alot here that’s different from the final, but still of note, is the fact that the beta map is still in use. The final map, isn’t too much different than the beta map in either version, but one very noticable difference is the white lines on the right and bottom sides are gone in the final.
Now then. Like I said, if there’s something I missed, please let me know, or if there’s something i’m calling beta and isn’t, let me know that too.
The Mega Man Battle Network series is one of Capcom’s Mega Man spin-off series that debuted in 2001 on the Game Boy Advance. MegaRockReborn was able to find some debug controls in Megaman Battle Network #3, #4, #5 and #6 that are basically text messages that activate cheat-like effects (as changing the sprite of the main character or gain various items). You can see these debug messages in the videos below or in MegaRockReborn‘s Youtube Channel!
Mega Man Legends 2 (called Rock Man Dash 2 in Japan) was released in japan in April of 2000, and has helped establish the series. Here are the beta findings that have been made, consisting of pre Japanese release pictures, and even some footage of a town that was removed from the final version of the game.
The most notable feature of the above video, is at 1:08, where the footage of the removed town can be seen.
And in the gallery below, you can see concept arts for unused characters / enemies (taken from the Rockman Dash 2 art book), a character that’s not where they’re supposed to be, more of the unused town, a beta timer and more. Also of note, is the Blue/Purple haired character. In one image, they’re in an area that they’re not supposed to be, and in another, they can be seen in the removed town!
A Rockman DASH 2: Episode 1 beta demo that was included in “Tron ni Kobun”, the Japanese version of Misadventures of Tron Bonne.
Megaman X7 (Rockman X7 in Japan) came to the American PS2 in october of 2003, and brought with it some of the biggest changes the X series of Megaman games has seen. For the first time, players could control X and Zero in 3D worlds, as well as switching back to 2D at times. It also brought with it, a new face to the series, Axl, with the ability to completely transform into certain enemies.
Players could now switch between 2 characters of their choice in any given level, with the Intro stage, being the only exception, considering that for the first time ever, X, was an unlockable character, instead of being available right from the start. However, it seems this wasn’t always the case. Take a look at these beta videos and screenshots taken from before the game was released. Continue reading →
Mega Man X4 (aka Rockman X4 in Japan) is the fourth game in the Mega Man X series, released for the Sega Saturn and PlayStation in July 1997. Kei was able to find an old preview/trailer of the game from an equally old April 1997 Multiple Option CFC (Capcom Friendly Club) Style videotape from Japan. As Kei has wrote in the U64 Forum:
While this preview may not include much immediate beta/pre-release differences, there is one particularly noticeable element that can be heard in this video. For one, X sounds completely different as you see him jump and shooting out charged buster shots in the video; we’re talking about a pre-release video of the Japanese version here. Apparently, he had a different voice actor, as he sounds like a girl, much like he does in the English final version of RMX4. Zero also sounds slightly different as well, his Saber slashes are odd too.
Also, Bowserenemy and Protodude noticed some more differences in the same beta trailer:
Enemies are in different spots; Zero’s missing a few frames in his mid-air slar, and the hit detection is a bit off here and there. [...] it’s the same as the third slash in his 3 hit combo, so just compare the two.
Hidden in the game’s code, Ace Spark from The Mechanical Maniacs has found some unused animation frames for Double, that could be from removed dialogue sequences [UPDATE: The running animation for Double is actually used in the game, but you only see it for a split second after you select a stage in the game. Thanks to OKei!]. An unused mugshot is in there too.
Some beta screenshots are available too, in which we can notice that the intro stage had a drill enemy in the beta, that was removed from the final game. When the place starts blowing up there are even more drill enemies. You can read more info on the beta at The Mechanical Maniacs!
An even later beta build than the one above with many more differences can be seen below:
Mega Man 4 was released in December 1991 in Japan and in January 1992 in America. Some days ago, Protodude has found an old scan with Electronic Gaming Monthly’s coverage of CES 1991, in which we can see a beta version of Mega Man 4 with a removed Boss (Sphinx midboss?), some different details in the levels and an early Stage Select! You can read more in the original post.