Welcome to the Megaman Battle Network Mysteries section! This article began as a forum post made on the old Planet Megaman forums by Rikkus Rukkus where he took a few screen caps and talked about the differences. Some of the screen captures are still in this article (they have black boarders and comments directly on the images. I used them only where I have to.
I'd immediately like to thank Raijin "Snakeman" K for actually writing this article. His Battle Network knowledge is better than mine so I gave him a bunch of shots I found on the net and he took the corresponding shots as well as added his insights. This is one of the very few articles on the site not written by me, although I do edit it to update with new information and, naturally, to format the stuff.
Click on the game to see information. Even though you can't see it, there's alot of images used in this article. Be patient with the loading time.
Version 1
These first screens were grouped together, so it's reasonable to assume they're from the same beta. It's hard to tell for the overworld parts, but Yai's dialogue gives it away as well.
This screen shows a slight variation on the timing and wording of Yai's PET lesson.
In the beta she just seems to be trying to be needlessly wordy,
saying "NetNavigator" in place of "Navi". I'm not all that good
with japanese, but it looks like she's saying pretty much the
same thing in both shots, just in a more roundabout way in the
first one. Plus, cars don't drive there.
She's not exactly saying the same thing in these two shots, but
it was the closest comparison I could find. Wish I could tell
you what Yai was saying about PETs in the beta here that she
never says in the final game.
The earliest screens show a much different battle system and look
for BN1. That texty background gets used in the school net in
later versions, but right now it's hard to tell if these battles
are associated to any location at all. Later versions feature
Woodman in the school network though, so it's all likely related.
Anyway, it looks like the buster was originally left out to support
a dual chip system. I'm not sure if you needed to have an attack
chip on B and a support/defense chip on A or if that was just
the demo player's choice. I don't know what each of the gauges
or those two extra numbers below the top gauge mean, but I have
some guesses. With only two tools to help you during a battle/turn,
those chips would have to have multiple uses. The gauge next to
the attack chips likely corresponds to how often it can be used,
but for all I know it could be a strength indicator and the chips
could be powered up. The top gauge is likely a Custom gauge,
but could mean just about anything given the difference in style.
Those other numbers are especially mystifying to me. The top-left
numbers are their HP, so it can't be that. It's unlikely that
it's the damage of their attacks since it fluctuates with Woodman,
and that 120 value is oddly high for either MM's or the enemy's
attack in a battle like this. They don't seem to correspond to
the custom gauge in any way either. They gotta mean something
though...Oh, and the yellow Mets are hiding under their helmets.
Only their upgraded versions do that in the final version.
And the floor's the top of a pencil, like the floor in the main map. They might have wanted origional floors for all locations. The very early shots of the beta are the only places this floor shows up the other beta has the floors used in the final.
The custom screen was very different at this time. MetGuard used to be called simply "Shield", and the description looks like it grants 100% protection if you time it right. All five chips on the side appear to be support/defense, which supports the idea that you have to pick one of them for the A button. There was probably a separate screen for setting your attack chip before each turn.
Heatman of The Megaman Network adds further insight into the early EXE build. He found an old post on the Capcom Unity forums explaining some things. The beta started directly at school (meaning beta shots outside of school were from a later stage in development) and Chaud was there too. After talking to everyone the Warning comes on and you go to fight an evil Woodman. The "Matrixy" code was in place near the end of the first build of the game. For the full article and the original quote head over to the Megaman Network! He was probably referring to this version of the game as opposed to version 2, which was a little more into the plot than this build. It's also possible that he was referring to an even earlier build.
Version 2
Basically, everything else we know comes from version 2. The shots here were very widely distributed.
Pretty close to the beginning of the first game we can see a few
minor differences between the previews from the beta (left) and
the finished product (right). Aside from the rug, it looks like
the "Get" animation for Lan wasn't added until the end. Normally,
he'll be forced to look at the screen and pump his fist before
this dialogue box appears. Also, different PET icon in the upper
left corner.
Here's another shot of beta Lan getting something, but not celebrating
the fact. Beta Lan is a dull guy. They changed what he finds
in his breakfast too. In the final version he gets "Recov 10
A", in the beta he gets "Cannon". No chip code or anything, just "Cannon".
This might be from the version before the concept of chip codes
was added, or it could just be before the concept of the game
telling you which chip code you got without needing to check
your Pack was added.
Here's our first look at the crazy matrix-texty background of the
beta school net. Most of these beta shots are in the school betwork
and feature this bg. A lot of other screenshots of other areas
are missing bgs entirely. This complex one probably took up a
lot of space. We can also see Megaman's classmates and teacher
used to be generic Progs and another classmate was Woodman.
With the differences in character positions, it was hard to determine
the situation matching this beta screen, but with Dex standing
there and Yai seemingly ordering Lan to jack in and bust some
viruses, it would have to be just before the school level mission
gets into full swing. Dex doesn't look as distraught as he might
be if he had already tried to do the job himself and failed like
he does in the final version though. Other than that, Yai's updated
dialogue is more to the point and less like a redundant tutorial. "Okay
Yai, I'll jack in right away. What's that? You want me to have
Rock delete the viruses once he's in there? Oh! Thanks for clearing
that up. That's not what I was already planning to do at all."
This might just be the quality of the images, but it looks kinda
like the beta mugshots have bevelled corners. Other than that
and the PET icon, these look about the same.
The PET in Lan's hand looks a little different too. I wonder what the proto-PET actually looked like in detail?
The two beta images on the left are the same, but the larger image
has the chip name cropped out, so might as well show both. There
are plenty of "spot the differences" here, and a lot
of these beta features show up in other screens as well. Firstly
and most well-recognized is the infamous garbled computer readout
background for the school network which got replaced with mosaic
blocks shuffling through numbers. I tried to match up my screenshot
as closely as possible, which wasn't very easy, what with having
to fire the cannon in the path of the Shockwave when getting
hit or dodging and moving back is too slow. I have a feeling
whoever made the beta sceens was using invulnerability. It also
looks like there's some slight differences with the way chip
names are displayed in the lower left. In the final game, the
chip name disappears while a chip is in us. The name of the next
one appears after. In the beta screen, the name of the Cannon
chip is displayed while some type of Cannon is being fired. I
figure either that's the name of the chip he's using (and then
the Cannon's firing graphic was recoloured by the end) or it's
the chip he's still got floating above his head there (and then
the Cannon's icon graphic used to be the M-Cannon's). Finally,
why's the target Met at 33 HP? In the final version, the HP display
instantly vanishes at death. Either this isn't the case in the
beta, or the Cannon he's firing is doing less than 40 damage.
Widesword seems to be doing only 3 damage too. It's probably just
the HP decreasing really slowly and not immediately disappearing
though.
Texty background, Prog swapped with Navi, desks not installed yet,
and Megaman is not yet forced to look at the screen when talking
to Lan (That's where navis' operators are, y'know; invisible and
floating up in the sky like God).
More of that unreadable background. The numbers are so much nicer.
One...Two...Three...Four...That says it all, doesn't it?
And if you look real closely you can spot a missing desk in this
angle.
I just could not find this enemy grouping in the school network.
I won't go so far as to say it was removed though. The battles are
random, after all. Anyway, this old screen shows a different chip
icon for the Spreader.
Now I know the beta screencapper was cheating. There's no way he
could be standing in the Shockwave like that and be firing away with
his Buster, and there's no way he could have dodged and made it back
into that square fast enough to be firing while the Shockwave was
still be at that stage of the animation behind him. Also, Longsword
does 60 damage and seems to have a thicker blade in the icon.
Widesword icon looks different too, it looks a little like the thick
longsword above. For some reason there are Flappy2s in the school
network here. It seems like the betas probably had a lot of different
viruses crammed into the one level since it was the first one complete.
Froshell's been displaced too. I had to go all the way to the last
level to get the counter-screen. Another shot of the fire-elemental
LilBomb with MiniBomb's pic too.
It's hard to tell where this is in the beta shot. I couldn't find
a floor layout exactly like it anywhere, this was the closest I could
find. Needless to say, MM's exposition about some virus or another
isn't present in the final version either.
Here's an interesting one. MM is about to engage Woodman in a netbattle
in the school net. This likely results in the boss fight featured
in the early battle system screenshots at the top. One question
is "why?" It would probably be easier to tell if I could read
more of that text box than the word "netbattle". We've seen above
that Wood used to be a classmate of MM's, was he originally the
cause of the school crisis as well? Is he just there for a friendly
bout of cyber-violence? Did some WWW virus make him go crazy?
Somehow I doubt the text box explains all that anyway. To me
it just looks like "Look at this guy here! Let's fight him!",
which is probably all the plot depth Capcom needed at this stage
of the game's development anyway. Though come to think of it,
having Woodman as the boss of the school net would be a good
set-up for the Wood Super-Program being found there. The Wood
never did fit as well in the final game as the other three Super-Programs.
Nothing much to add here, but it looks like something blue is hiding
behind Woodman's legs. Perhaps MM initially did not disappear during
a summoning?
The main point of the first two counter-screens is to illustrate
the discrepancy in the leftmost beta screen in that triple-feature.
In the beta, Glyde introduces himself to MM in the school network,
the translation of the dialogue box is basically "Greetings, I am
Miss Yai's navi Glyde." Now while he does still appear in that spot
in the final version, he's already met MM in the previous chapter,
so there's no need to introduce himself twice. This suggests either
the "find Yai's lost Program" mission wasn't added until late in
the development, or else in the beta the school mission just comes
earlier, possibly on the first day. The latter possibility would
explain why the bulk of these beta screenshots are in the school
mission rather than the stove mission. The stove mission was obviously
still there though, since some of the stove battle screenshots above
feature the older graphics. The two missions probably just swapped
their order for the final version. Oh yeah, and the Gutsman/Woodman
summonings. Aside from the backgrounds and the extra HP on the Met2s
and the Kabutank, I can't find anything else amiss.
Aside from what Rikkus points out, the principal had his car painted
before the game was released.
Aside from the PET icon, these scenes look about identical.
Seems the all-important Recov50 L chip used to be Recov80 A. Also:
green background on Mayl's HP and a displaced teleporter. A teleporter
actually does appear in that spot at a point in the game after when
I took the screenshot, but is represented only by the purple energy
ring things, and not the full fancy platform, which in the final
game only appears at the other end of the room at the entrance from
the piano.
In the beta screenshot, it seems Lan is asking Dex for a Link to
his homepage, in the final version he's instead asking for Dex's
link to get to the next area of the net. Asking for a link to Dex's
HP would indeed be a bit pointless since he can just jack into it
right there.
This isn't exactly a counter-screenshot. I'd try to find the corresponding
part of the story where Lan is talking to Megaman and Megaman says
what he says in the beta shot, but I'm pretty sure he doesn't. On
the left MM is talking about Mayl and E-Mail, probably about getting
e-mail from Mayl. I don't think that scene/dialogue exists in the
final version, the closest I could find was here where he's talking
about Mayl's invitation to go shopping with herin Dentown. It's a
bit tricky. Anyway, to distract you, look at that yellow thing in
the upper right corner of the beta shot. It's a lampost or something.
That's not there any more. Interesting.
Looks like all they did for this one (besides the PET icon) was
add a space to Match's sentence. Spaces usually aren't neccessary
in Japanese. They must have had some "space" left over (Sorry
for that one).
Lan has yet to install both his background and his maintenance
program here.
Very different internet background. And just where does the locked
door lead? Does the bridge form when the door is opened? That
would actually make a little more sense, come to think of it.
It eliminates the question of "why can't MM just jump around
or over the door?", though still not the question "why
doesn't he just get Roll or Glyde to fly over to the next platform
to see what's over there?" Ah, videogame suspension of disbelief.
Aside from the PET icon, this scene didn't change much.
The Stove net didn't change much either. Not outside of battle,
anyway.
I'm pretty sure they took this enemy group out of the game entirely,
unless it's still accessible by hacking or something, I dunno.
Aside from the ridiculous "two Cannodumbs and a Met in one column" setup,
this old screen shows Shockwave's chip icon used to look like
Sonicwave's current icon. Also, a slightly different border for
the Custom gauge and much different enemy HP display. I think
there's something fishy about the enemy HP after that CrossBomb
attack too. Those Cannodumbs should be dead. That's why I used
their upgraded siblings for my screen.
Here we see a slightly different concept for Mettool2, both visually
with the yellow decals and technically with an extra five hit points.
They also appear to be in the Stove Net, that's a bit early for
a virus upgrade, isn't it? Furthermore, we have MM's chips. At
first glance, that's a MiniBomb he has selected, but the name reads
SmallBomb (LilBomb). On top of that, it's fire elemental here.
The chip icons look different too, but some of that could just
be the image quality.
We get a better look at the icon here. It does look a bit different.
Shockwave's chip pic is somewhat different and less detailed in
the beta.
Version 3
In the screens, version 3 is nigh indistinguishable from Version 2. Some of Version 2's screens might even be part of version 3's, since the screens are all jumpled here.
More Cannon confusion. This time the blast is blue, as normal. The
enemy HP displays are also as they are in the final version, so this
is one of the newer betas. It still looks like the Cannon is doing
less than 40 damage. When it's not an istant kill, an enemy's HP
will rapidly decrease, which is somewhat more visually engaging than
just seeing it instantly switch from one number to the other, but
if that Met started with 65 HP, it would have to be dropping pretty
slowly to show 63 at that stage of the blast. I can't remember exactly
why I took two counter-screenshots (it took me too damn long to do
a write-up), I think the second one is there because I needed one
with a Handy in it to show its extra 20 HP. Spooky is equally pumped
up in the beta.
Early EXE1 footage by SuperMega233 and discovered on Protodude's Rockman Corner. First seen in"Capcom Friendly Club Vol.15". Protodude notes:
From the final version of Megaman Battle Network
Submitted by Mega Rock.exe and SerenadeDS of TREZ. This screen can be found in the final version of Battle Network; obviously relating to the demo distributed before the game was finished. Note: the blue seperating the yellow "ear" from MM's face - this is a slightly older version of the final MM.EXE design.
This is a bonus dungeon Not accessible with demo ROMs.
From Mega Rock.exe. The "(line)" represents that phrase going on the next line in the game. Obviously this was put into a beta version of the game, but which area it refers to is up in the air.
Submitted by Mega Rock.exe. There exists a dummy ACDC town by
using the above code. This place doesn't even have its own music
and the squirrel statue has strange numbers all over it. Higsby's
Shop is missing its name, probably for the transition from JP to
US versions. Walking into any room with the cheat spits you off
into a corner of a classroom.
82000214 0F00
It turns out that overworld sprite of Woodman remains
hidden in the data of final version (along with many other unused
sprites). Thanks to Barubary of Sprites.Inc for ripping it somehow.
Yeah, just the back. Guess they never had him turn around in
that scene. It's worth noting that, in Battle Chip Challenge,
Woodman finally faces to the front. And, although he does not
face backwards, a close examination of the pixels show that this
back sprite aligns very nicely to the unused sprite found in EXE1.
Unused mugshots of Wood are also still present in EXE1. He probably had something to say in that school scene.
Submitted by Mega Rock.exe
From MR.exe. A beta version of the Zenny icon found after Bass's icon data in BN1.
Speaking of unused sprites, there's also this chip pic that's used
for dummied battlechip data for pretty much every game in the
series (shrunk down a little for the last three). This was a
little easier to find though. So easy I managed to find it myself
way back when and write about it in the Viral
Infection walkthrough. You remember that, right? You did
read that already...right? Anyway, Gauntlet believes this chip
pic originally represented the Mega Buster attack, which might
go along with those earliest beta shots where both the A and
B button were used for Battlechips, not leaving much room for "default
attack" concept, and they had to stick a staple like the buster
somewhere. Afterwards, I think they just kept using that pic
out of tradition. Some kind of developer in-joke. There's no
way they could have left it behind in the data for every sequel
by accident.
Submitted by Mega Rock.exe. Looks like they didn't delete their
beta sprites. The hurt sprite has a shock on it, this one is a
separate frame of him just hurt there. It also looked likey planned
a dash for him.
Taken from Sprites INC, found by Barubary. It looks like Mayl
and Chaud have running sprites for some reason. Or it might be that they wanted to cover their bases and make them fully moveable.
Taken from Sprites INC, found by Barubary. No place for these
cars in EXE. I'm guessing that, at some point, the game designers
had control over every character and weren't sure which sprites
would be needed and which wouldn't be. That's why Mayl, Chaud,
and this car have so many frames.
There's an unused pallette for Mr. Prog.
From MR.exe. The first viruses in BN1 had flinching frames. They probably thought it wasn't a good idea for viruses to flinch to damage.
Mega Rock.exe believes these frames are unused. This virus has a separate animation of just it looping through these frames.
From MR.exe. Somehow, a "Max Mode" was possible in BN1. What this means is a mystery.
Funtasic Facts:
For the sake of the article, I've pieced together the words on
the background of the early beta shots. There's actually 2 different
backgrounds, although they are both in the same style! Moreover,
from pieceing this together I found the sentences were off (on
the right and left) in alternating rows. This means each row went
a different way - some went from right to left and the next went
from left to right. The result would be some sentences being readable,
while other being made unreadable (as they would go from left to
right). Perhaps this was deemed distracting, neccessitating the
change.
Anyway, the first "Battle with Woodman" backgrounds
read as such:
////Unkown SP>>>Fatalities
Unkown Species//Lites ////
st INJ>>><<< Coordinates/////
Y: Z<< Coordinates/////Lost City
Rdinates/////Lost City Zi
(stage area)
<<<<<Tra Terminated
Min S / 2308 || Transmission Terminated
Min S / 2308 Meters>Trasat///
While the second reads like this:
T ransmission Terminated>>< <<<
Terminateded>><
N Terminated>>< <<<Tran Terminated>><
|(words blurry here, may not be correct)Encanntpped// >>><<<< >//pjj
(end blurry words) Encountered/// <<<Data ><<Ruin
Encounter
Ed/// >>><<<< ><<Ruin Encountered/// >>><<< ><<Ruin
En
/ >>><<<<<<<Datan Encountered >>><
(stage area)
Terminated>><< ??<<<<Transmirmznated
I don't think much of the story was really fleshed out at this
point. Certainly the first shows a few odd concepts like a "Lost
City" with fatalities and Coordinates. The second is more
in-line with what might have been going on. Transmission being
terminated. Ruin (viruses) encountered. Seems more like something
a computer might say in a school situation. But all this is speculation
on my part.
Also worth noting that the words on the main map are complete
gibberish. In fact, when the exe beta
font was created (and the words meticulously traced) it was
discovered they don't haven share the same font.
Protodude notes evidence that Capcom considered "Netto" and "Megaman EXE" for the English speaking regions of the world (incidentally, the series is known, officially, as "emagaman EXE" in some areas of the world). Early ambitions also included the ability to connect four link cables (as opposed to two).
The background isn't really different, I'm pretty sure it's the
exact same ACDC area BG which just looks a little different due
to the blurriness of the image. Although there is one oddity
about the background, but it has less to do with how it looks
and more with which battle set it's associated with. I'm pretty
sure there are no battles with Metefires or with empty panels
there anywhere in the ACDC area. As with the school network in
EXE1, the game designers probably used the ACDC area environment
for early testing of various battle types. As for the yellow
panels, I'm not sure if the lost gap between the yellow is evidence
of an actual change or just that intolerable image blurring.
As for the extra yellow panel under MM, keep in mind a meteor
is about to fall on him. I'm more concerned about the missing
yellow panel under the Metefire.
Erased Chip Data sprite found by MegaRock.exe.
Submitted by Mega Rock.EXE. He managed to hack his way into old
SciLab where Lan makes obvious comments.
The old SciLab that you only see in a cutscene is very much playable. You
can freely walk around and even push A on objects. What's
strange is that the game actually has descriptions set for these
objects that you were never supposed to encounter! These
descriptions however, are rather shallow and poorly done. Of course
they'll never be seen normally anyway.
Code: 82001884 0007
This made me chuckle. A message obvioulsy left over from the development days ... why was this translated? For a sample release (maybe?). Found by Mega Rock.exe.
Submitted by Mega Rock.EXE. Master of BN hacking. Punk is a Navi
only fought in the Blue version of the game. (his battle data is
still in white) After completing most of the game and unlocking
the ability to fight Omega Navis, you can fight all the Navis in
their Omega form. This is true for everyone, except Punk. There
is no set battle to fight him. (as proven in the memory viewer) However,
by using the cheat and talking to Mr. Famous to fight Punk, you
will fight his Omega form. Even if you never fought him anywhere
else, you can fight this secret version of Punk and get a cool
2000z out of it. I have no idea why it is in the game since
it was never needed.
Code: 44ED0172 3093C162
42A4318F 8C6EFB2A
Taken from Sprites INC. It seemes there were some unused pallettes
in the game. It makes sence
that there'd be different pallettes for different Ranked Navis...
although I'm glad they took that out. Green is not menacing here.
Submitted by Mega Rock.exe. Just recolored bug styles found in the game, but never used.
Oh, yeah, this is still around too. Taken from Sprites INC. Rock's
got a nice set of hips there, don't he?
Rikkus covers it nicely. The Gun Del Sol chip image is missing
from the grid at the bottom and the mugshot is larger. The final
actually looks like a cropped version of this larger image.
Rikkus covers it again. No mini-mugshot (presumably it goes offscreen
with the chip menu) and there's a total Grass Stage (as opposed
to the cross pattern seen in the final).
And again (the large, this time redrawn, mugshot, the different Vulcan
and Area Steal chip images) ... though he neglects to mention the
green coloured background not existsing in the final version. Counter-screens
reveal that bit. Yumland comes close with its shade of green, but
in the final version it has yellower circle things.
Oh, did you notice the new Custom Gauge border? I just did. I guess
I could have noticed a couple screenshots back too.
Another weird background. Sort of a mix between the ACDC and Dentown
BGs. I should probably have used one of those areas for the counter-screens,
but I guess I was more interested in getting similar viruses.
Don't mind my Unison button, that's just from playing that battle
in a subsequent playthrough. Aside from the emotion window, everything
looks essentially the same.
But this is new. DarkRecov used to be non-elemental. Also note that Mega's "anxious" mugshot
has a blue background in the beta and is facing in a different direction.
For the EXE4 Gamespot video, I'd mainly point out the
DarkSword icon looking like a bomb, and how it makes MM dark even
before he uses it. There seems to be a lack of Soul Unison sound
effects at 1:02. At the 10 second mark there's a story scene and
Lan seems to have entered from a different direction than in the
final. At 00:20 there's a tournament lineup named the "Red Sun Tournament" when
the participants are clearly from the Den Tournament. I'm not entirely
sure about the last two points, so you may want to gloss over them
until I can run through again and compare. There are other things
too like emotion windows, but the screenshots we have already beat
those points to death.
Submitted by Mega Rock.EXE, master of BN hacking. NaviShadowSP
and NaviBlackSP. For some strange reason, the game has data for
NaviShadow and NaviBlack in SP version. Obviously there was
no reason for it, but it is very unclear as to why these two exist
in the game if there was no apparent use for them. Speculation:
the workers at Capcom just planned for every contingency and just
removed these guys from the game. It's possible they were in an
earlier draft.
*no cheat available*
Submitted by Mega Rock.EXE, master of BN hacking. Upon investigating
the Navi icons, Mega Rock came upon two mysterious labels simply
marked as "18" and "19". Perhaps there was
meant to be more Navis in the tournament. No one will ever
know.
Submitted by Mega Rock.EXE, master of BN hacking. Karma for Souls.
Another interesting find he came across is Souls with karma colors. Now,
we all know that you can't do Soul Unison while dark or even low
karma. So for some reason, they have colors for Karma even
when they never needed it. Maybe it could be a beta thing. You
all saw that trailer that made a Geddon effect when they united
with Gutsman. Also, for some reason, Proto and Aqua Souls
don't have shades. Very strange.
This also explains why the cheat for chaos soul makes a soul unison navi totally black - it's working off this pallette chart for karma.
Submitted by Mega Rock.exe. Apparently there was a pink ... or purple
Norm Navi planned at one point.
An unkown effect found in BN4.
Mega Rock.exe. This is how that placeholder chip looks like in BNs 4-6.
Submitted by Mega Rock.exe. He was checking compressed images in BN4, when he found the previews for the maps you visit. Right after the Den Airport image he found what appeared to be Lan's House. He checked the game via hacking for compatible palettes, but none of them worked. So he had to make up the palette for this one since none exists.
It is definitely from the beta stages of the game. Why it is still in the game is beyond me. From the looks of it, BN4's ACDC would have looked very different than it's final form. It appears that Lan's House had trees on the sides and Mayl's House had a different shape. It seems that the park was behind their houses as well.
How ACDC might have looked is a real mystery.
Submitted by Mega Rock.exe. Hex data shows us the names "Frte Soul" and "Duo Soul". No other dtata exists about these souls, so everything about them is a mystery. However, there is a Forte Soul in BN 5, so it might be that they didn't have enough time to implement these ideas before the game was supposed to come out.
NapalmChaos emotion window, the number of turns alotted to a Chaos
Unison, and panel colors vary between these versions. I'm not sure
about the 10 point boost to Cannon in the beta though, that might
just be due to an Atk+10 chip.
GyroSoul's facepic may look about the same, but apparently the graphics
team wanted to put the finishing touches on the number "3" before
the game was released. The background the "3" is on looks slightly
recoloured too, but I can never be too sure how much colouring discrepancy
is an issue of image quality.
ProtoChaos gets a whopping three turns too. Aside from the panels,
things look about the same otherwise.
That's a bunch of Thunderballs. Was that ever possible to pull off
with their low fire rate? Just how Thunderball trigger-happy are
those two Megamen? Anyway, panels and emotion window.
Shows a beta Protoman emotion window.
This is a conparison Rikkus made of some of the status change
mugshots. Some are new.
Chaos Unison Tutorial, submitted by the master of BN hacking,
Mega Rock.exe. This is something very interesting he found while
hacking battle types. Mega Rock came across a tutorial battle
that teaches you about Chaos Unison. Even more mysteriously,
Colonel gives the lecture, and in Japanese (in an english rom). It
was probably planned for in the early stages of the game, then
exchanged for an explanatory e-mail from anonymous.
This could explain why in one of the beta shots found on Capcom's
site, both Chaud and Baryl are in the same room. The Chaos Unison
tutorial doesn't seem to be complete. All Colonel says in the first
dialogue box is "DarkBrand Tutorial
Test Message". The other messages are similarly unrefined.
Mega Rock made a battle that was probably the one they used.
Submitted by Mega Rock.exe. I knew it was a little strange when
he summoned a regular blue clone instead of a dark one. Also, I
don't know why, but the blue clone also has a Full Syncro color.
Submitted by Mega Rock.exe. BN5 rips. he believes these are unused
because of 2 reasons.
-The person who ripped the sheets of these guys for Sprites INC
riped everything that appeared in the story.
-On playing BN5 (Double Team even) MR noticed they did not appear
in the game.
For some reason Numberman doesn't have a corresponding sprite to
Searchman. Very strange indeed. It appears that Searchman is blocking,
which may have been removed for Colonel version since Protoman
version was made first.
Well, gotta figure these were around. The guy seemed just plopped
into the game for no reason, so they might have been preparing
for every eventuality. Taken from Sprites INC.
Mega Rock.exe subitted this. Unused wiggle frames for the Catikill virus. Supported by official artwork!
Mega Rock again. The orange panel doesn't ring any bells while the red and blue were used.
Submitted by Mega Rock.exe. Both are from Team Protoman, which is why the Numberman one is not golden.
Anyways, what could this suggest? Firstly, for some reason, all Navis have duplicate dummy support chips. They have no name and no description. These, however, do have names. The fact that they are the opposite of each other suggest that it might have been planned earlier in the game. Numberman's is DieBomb, but that's his charge attack. This could mean that NumberBall was going to be his charge attack, or maybe even going way farther back in the beta stages where Team Navis shot a Charged Shot instead. None of these attacks do anything in battle. Attack mods reveal that there is a blank move, also doing nothing. As for Searchman, that would have been an additional attack. This also leads to the conclusion that in beta stages of the game, Team Navis were going to get to use 2 different attacks from the start. This was probably dropped early, but with the chips left in the game.
More from Mega Rock. Apparently Gyroman's propellers were meant to turn, as they do for Gyro Soul.
Submitted by Mega Rock.exe. Notice the following points in this Gamespot video:
Once more, Mega Rock.exe. This was part of a game linked to Rockman EXE 4.5. Rockman 4.5 was not released in the US, but the quest exists in the US game. Everything is there (including the voices), it's just unreachable.
Submitted by Mega Rock.exe. BN5DS has these beta shots. None of which show their believed underdeveloped 3D engine for both battle and overworld.
\
This shot shows the ugly beta 3D model as well as the beta touch screen menu.
In this shot, the folder menu is different. The bottom selections has a different shape. Chips don't have a description and have a design where the description goes. The scroll bar on the left is changed.
This shows the beta main menu. On the top screen, the "accessing" object doesn't appear, leaving Lan in a dark atmosphere. The bottom menu is also completely different. Judging from the differences between the icons, I'd say they wobbled. There are no solid shapes to hold the option like in the final.
On this shot, the mini map is also very different. The background is bright instead of the shaded version and the map is translucent.
This shot is slightly newer. There are words on the top screen stating that the bottom screen is accessed. The bottom screen shows the sharp boxes used for options. Again, a scroll option for the set of chips, which would have actually been useful for the final. Sword icon is dark blue for some reason. And quantity is displayed differently. Meteors doesn't come in O code.
Submitted by Mega Rock.exe. From here, this is all speculation, so he may be wrong. First, he doesn't remember Protoman smiling. And Colonel doesn't have an equivalent. There should be no reason that Megaman gets 2 types of blinks. He's never seen the second one on the second row. The full Megaman textures reveal that he opened his mouth, and looked happy. In the final game, he never opens his mouth once. Somehow Mega Rock thinks this has something to do with the early 3D engine planned.
From Megas Rock.exe. This sheet was really strange. Numbers were not aligned properly and there are these "ticker" pixels near every sprite. I'm starting to think that they weren't done with this sheet. It seems like it was still undergoing production and the visual assistance was not removed. Plus, there are two large cursors. The sprites that are not "cleaned" are actually used in the game! I knew that from the looks of the color scheme, this partially belongs to the memory minigame that is in the game. It's strange how they overlap like that. Maybe a different minigame was planned, but the memory one was built right over it.
unused generic map.
Unused PET animation.
Some sort of dot.
Submitted by Mega Rock.exe. Looks like Lan still hasn't gotten
his new PET.
Submitted by Mega Rock.exe. Emotion window too large for number
100HP Old Stove. 50 HP Champy.
Submitted by Mega Rock.exe. Blue Lightning from Elecman's attack.
Submitted by Mega Rock.exe. 60 HP Armadill
Submitted by Mega Rock.exe. Unusually dark Killerman pallette.
Submitted by Mega Rock.exe. Beta Emotion window. Number used as
in souls rather than in a box.
Submitted by Mega Rock.exe. Sniper Virus in green area. Non-existant
virus set.
Submitted by Mega Rock.exe. Invincibility during chip attack.
X2 for chips during BEat Out (as in the trailer).
Submitted by Mega Rock.exe. Doll Thunder for charge attack, the
layering on the doll is faulty.
Submitted by Mega Rock.exe. Aqua Shot arm horribly misplaced.
Submitted by Mega Rock.exe. Tomahawk Cross layering is faulty,
proof that special cross attacks were made on Megaman, then flattened
to the cross.
Submitted by Mega Rock.exe. Tengy Arm not yet made. Layering on
the wind attack is faulty.
Submitted by Mega Rock.exe BEast target sprite looked more like
claws in the beta, this is changed in the final. Also, the fact
that Gregar has target claws at all.
Stg6Dungeon1,2,3 - Submitted by Mega Rock.exe. Looks like there
was meant to be a 6th level. This name, first of all, is
just a test name. They probably called all their boss levels "Stg_Dungeon_" But
even stranger, there is no level 6. This freezes your game,
so it probably has bad data. Something that may hint at that is
the message he found while hacking. Perhapse it's unrelated, but
according to its values, it comes after Elementman's stage, so
it may be.
Cheat:
82001B84 XXXX
0084
0184
0285
Submitted by Mega Rock.exe, master of BN hacking. BN 5 was the first game to introduce the Test Virus, but it also exists in BN6, obviously. Who knows if it existed in the previous games since the way a battle was programmed changed here. The Test Virus is merely a 500 HP Mettaur. It is obvious that it was used in the beta stages of the game to either test out attacks or program a virus's AI and move it to its proper location, then deleted. (this virus does nothing).
Gamespot Trailer. Mega Rock.exe comments.
Once more, from Mega Rock.exe:
Debug Text found in the game by MegaRock and discovered on Protodude's Rockman Corner. Not all are gems, but there's some funny things there.
Submitted by Mega Rock.exe. This must have been a programming
mistake. The way the Heady virus is programmed, it can't
be countered. Here's a picture of when you were supposed
to counter it. The game treats the head as an object, so it might
as well be shooting a Rock Cube because they have the same properties. Some
attacks hit the base which will not cause damage, and some hit
the head. But no matter how hard you try, you will never
counter this virus.
Submitted by Mega Rock.exe. This is Falzar's shadow. Of course
he doesn't actually need it since his battle area takes place over
a hole, so it's unused.
Submitted by Mega Rock.exe. He explains the colors like so: There
is the unused Beast Over color, plus its move on that line. Then
regular Full Syncro with move. And finally, Beast Over with Full
Syncro with move. Think about it, that's a lot of unused colors.
Falzar has the same deal.
Submitted by Mega Rock.exe. This is an unused attack by Colonel.
Colonel was probably meant to hit you twice after he tosses the
cape. Seeing as how it has no new entrance, it came after the first
cut. Instead, they kept one strong hit, and that's it.
Submitted by Mega Rock.exe. Looks like Pulsebulb was supposed
to search for a target. This attack does not exist in the final
version.
There's a wide variety of unused colors in EXE6. From Mettaur
colors, to Flame Breath, to Flame Thrower, to chip's charge colors, to in-battle
mystery data color, to an unused color for your charge.
Unused sand wind.
MegaRock.exe. The Maid has sprites in the game as well. The maid isn't in this game. And even if she was, the border is removed and the sprite is changed thus not making it leftover sprite data.
Pentalty!!
You can rom hack this one with the right address. One of the valid
messages are "PENALTY!!". It comes after mini-game
related messages, so it may have been intended for the player
to receive a penalty. Obviously it isn't used in the game.
Submitted by Mega Rock.exe.
0801EF56 (US Faltzer)
Removed Background
Background value 02 freezes the game. One reason this could
be is because there is another HP called "Extra". It
has Blastman's stage enemies and no playable level. Leftover
HPs are common. In BN3, there is an HP called ???'s HP. Maybe
they were going to make another HP. Submitted by Mega Rock.exe.
What's WideSword!?
This must be a joke. Only in the English version, the name
value for FF is "WideSword!". It's a mystery why
this name exists at all.
Before getting into this game, it deserves a little clearing up on how it came to be. So the title most of us are familiar with is "Megaman Battle Chip Challenge", which was the localized version of the japanese game "Rockman EXE Battlechip Grand Prix", which in turn had a japanese-only Wonderswan Color counterpart called "Rockman EXE N1 Battle". Now it's been a few years since the development/release process, so my memory needed refreshing on the differences between the versions. Unfortunately, I couldn't find much info on the WSC version. The most "informative" data that popped up was on Wikipedia, which claimed "This game is the same as MegaMan Battle Chip Challenge in terms of story, graphics and gameplay, except it's on the WonderSwan Color (and came prior to the Game Boy Advance version). It is also somethat more condensed compared to the GameBoy Advance version, having much fewer battlechips to collect, and less frames of animation for attacks."
The reason I typed "informative" in quotation marks like that is because this seems wrong to me in a few ways. My memories of the time are spotty, but I'm fairly certain both the GBA and WSC versions were developed and released at the same time. All the release dates I could find (including the ones on the Wikipedia article) supported this. The article also says right at the beginning, "[MegaMan Battle Chip Challenge] is the English port of Rockman EXE N1 Battle, a Japanese game released exclusively for the WonderSwan Color. A contradictory statement that seems to eliminate BCGP from the process entirely. So I guess what I'm saying is the people who wrote this article didn't know jack about what they were saying.
Although there's a reason I mentioned these claims at all. Lacking certainty, and suspecting the WSC version might match up more closely to the beta screenshots Gauntlet found, I hunted down a WSC emulator, the N1B rom, and started playing to see the differences first-hand. I then banged my head on the desk several times, deleted the emulator in rage, and found a slightly better WSC emulator that didn't run at a snail's pace or make all the battle scenes induce seizures. I then cursed the heavens when I realized the save/savestates from the first emulator weren't compatible with the second one. I then gave up when I decided I wasn't going to spend several weeks playing through the game without any cheats or a fast-forward feature, and made the following hasty conjectures about N1 Battle:
So then we have these beta screens which have decidedly GBA version features like the new characters and the Slot-In, and yet other aspects more primitive than either of final releases. This seems to support my first assumption that the GBA version was developed first, but I'm still not completely clear on how it really happened.
The point of all this is that I had to decide which game to get counter-screenshots from. Normally I'd go with the earliest version, but from what I've learned, all five of these images apply to the GBA version alone, regardless of whether it came first or not. So don't be wondering if I should have gone to N1B for a more accurate comparison, because there isn't even a comparison in N1B. This is as good as it gets.
Like I said, this character selection screen doesn't even exist in
N1B, it just plunges you right into Lan's storyline. The most blinding
difference here is the lack of background. There's also a more lackluster
font used for the characters' names, and a much more boring pose
for Turboman. Also, I doubt the lack of colour in the windows is
image quality. It seems the final version pumped up the "EXTREME" level
a bit, which is fine by me.
If you look closely, you'll see there actually IS a background in
the beta screen, it's just that oddly washed-out MM logo wallpaper
used in the generic comps in EXE2. I didn't re-play the whole game
to be sure, but I don't remember that background being anywhere in
the final version. Could be in N1B, but I really don't have the desire
to find out. Also noteworthy is that all these beta-battles feature
panels only seen in EXE1, while the final versions (both N1B and
BCGP) use the panel design of EXE2/3. The reason is likely due to
the inclusion of extra panel-types. EXE1 didn't have any, so when
the graphics team realized this, they switched to the newer design
rather than go through the trouble of spriting new grass, ice, lava,
etc. modes for the older design. Anyway, we also have a glaring lack
of text box play-by-play in the older image. How was the player supposed
to know what was happening without the readout explaining the action?
Finally, it looks like the NormalNavi's feet are underneath its own
shadow. Weird.
There's definitely a background change in this case. The opponent
in the beta screen has the exact same deck as the first opponent
in the first tournament, a logical place to take progress screenshots
from. So even if they did use that washed-out bg somewhere in the
final version, it wasn't in this battle. Anyway, it looks like the
later development took away 100 HP from Megaman and gave it to the
NormalNaviV1 there (Both screenshots are at the beginning of the
first turn, so those are their initial HPs in both cases).
You should also notice the lack of slot-in gauge and auto-indicator
in the beta screens. My first thought was that these visuals were
added later, then I realized the guy who made the beta screenshots
might have just cut off the bottom of the screen, then I checked
the image proportions and realized the beta screens had the right
width to height ratio of a GBA screen, suggesting no cropping had
occurred. Finally, you can notice the characters and images are re-positioned
slightly between the screenshots, proving the gauges at the bottom
were added later, forcing some other stuff to be moved around to
make room. So how is Lan slotting something in now without a gauge
telling him if he can or not? Maybe the slot-ins didn't have a chance
at failure at first, and were fixed as such to add a bit more challenge
to feature. Or maybe the failure rate was still there, but you had
no idea of knowing what it was...
These screens immediately follow the last pair. The opponent has
just received the punishment of the Slot-In Cannon attack, and the
zoomy Slot-In background remains in effect. In the beta, the NormalNavi's
picture is aligned differently; they probably had all pictures show
up on the left at first, and later worked it so the images appeared
under the combatant it represented to make the play-by-play a little
less confusing. It seems NormalNavi's original name was "NormalNaviA",
likely a part of an A-B-C naming system for the upgrades before the
name was re-distributed to the Aqua-Elemental model, leaving the
Normal NormalNavis with a V1-V2-V3 upgrade system instead. Finally,
a couple more arbitrary changes in the indentatiuon of the second
line of the message and the change in coloration of the opponent's
name from red to blue.
Found by Mega Rock.exe (who else?). The washed out background found in the preview images is still hidden in the game.