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Proto:Mega Man 7

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This page details one or more prototype versions ofMega Man 7.

Hiddenpalace.org logo.png  This prototype isdocumented onHidden Palace.

RM7SampleTitle.png

Rockman 7 Sample is a version of the game that was most likely given to gaming magazines for preview coverage. It was dumped by Skrybe ofLost Levels and released bySNES Central in 2007.

The build is rather unfinished, having only five stages normally playable before the game resets; the four other Robot Master stages are present, but still in-development, while the Wily stages are missing completely.

There's no build date in the ROM, and although the chips on the board are labeled November 11, 1994, magazine previews of Shoshinkai 1994 (which had a build ofRockman 7 showcased on November15) suggest it was made sometime after.

Download.pngDownload Mega Man 7 (Prototype)
File:Mega Man 7 (Prototype).zip (712 KB) (info)


Contents

Sub-Pages

Miscellaneous tidbits that are interesting enough to point out here.
Notes
RM7MegaPalettes.png
Weapons
Changes with Mega Man's weaponry (such as it is).
RM7BassShootSample.png
Intro Stage
The opening stage was heavily reworked after the Sample.
RM7CloudMan.png
Cloud Man
See the changes in Cloud Man's level.
RM7FreezeMan.png
Freeze Man
Many cosmetic changes in this frigid landscape.
RM7JunkMan.png
Junk Man
Junk Man's factory went to seed after the Sample.
RM7SlashMan.png
Slash Man
Not as many changes as the other levels, but still interesting.
RM7ShadeMan.png
Shade Man
A barely-formed level only accessible by code.
RM7SpringMan.png
Spring Man
Look at a Robot Master's stage in its infancy.
RM7GobotSample.gif
Sprite Changes
Many sprites have different graphics at this point.
MusicIcon.png
Sound & Music Differences
The audible changes between versions.

Title Screen

Sample Final (Japan)
MY EYESThank you sirs

Right away differences can be seen. The questionable choice of a bright blue background was changed in the final. The Sample does not contain game options or a subtitle. The shading on the logo was also changed slightly for the final.

General

Super Ultra Hyper Adapter

The Sample version starts you off with the Super Adapter, Rush Coil, and a full stock of tanks. These tanks are actually infinite in supply, so you can use as many as you want.

Sample Final
Exciting color choicesDon't look at me like that

The Sample's stage select has placeholder icons, which read 「工事中」 ("Under Construction"), for each of the boss pictures. Note that the actual boss pictures are actually finished, just not used, probably to keep the Robot Master designs a secret.

The bottom icon will take you to Slash Man's stage, as Burst Man's stage is heavily unfinished. The other four Robot Masters' stages are present in the sample, but cannot be accessed without cheats, and are even more incomplete than the other stages.

But I need it nowwwwww

After completing every stage in the Sample version, you're taken to this screen. After that, the game resets.

Inaccessible Test Stages

Hmmm...
To do:
Comparisons with the final version.

These stages exist, but areheavily incomplete and use temporary graphics. Only the layout is present.

In order to access them, you need a stage modifier code7E0B73XX, where XX is the level ID. Note that in these stages the player spawns at the wrong X position, causing the warp animation to never end (and you'll get stuck). As a result, you also have to change the player's X position using the code7E0C0601.Remember to disable it after you land on solid ground.

The palette for the stages, shown in the maps, is loaded but never used.

Turbo Man

Level ID:04

RM7SampleTurboManLevel.png

Burst Man

Level ID:07

RM7SampleBurstManLevel.png

Unused Objects

A few objects have been partially implemented but haven't been placed in any prototype level. Use the code7E19CAXX, where XX is the object ID. This will change the first object on a screen.

Due to the way the code works, some object graphics may be bugged.

CFN-24

Object ID:0F
The water mine found in Burst Man's stage. It's entirely complete, just not used here.

Swim Metall DX

Object ID:1B
This might be complete, but, again, since water hasn't been implemented it's hard to say.

Turbo Man

Object ID:20

You got Glitch Wheel

Very close to being finalized. His A.I. is complete, but the boss energy bar routine has not been implemented. "Defeating" Turbo Man will just make him disappear.

Burst Man's Bubble

Object ID:25
The bubble that traps Mega Man. Fully coded.

Kanigance

Object ID:26
The giant crab boss in Burst Man's stage. A.I. is preliminary: it walks forward, lays down one bubble, then walks back. This loops until Kanigance is destroyed.

Count Bomb Platform

Object ID:27
Barely coded. Stepping on it starts the countdown, then crashes the game.

Shade Man

Object ID:29

By shade, they didn't mean "ghost", guys

A.I. seems complete, but the Shade Man object and projectiles have no solidity. He cannot harm Mega Man or be harmed by Mega Man.

Junk Man

Object ID:2A

How appropriate

Performs his intro animation, but that's it. He's still solid and can be damaged, so that's something.

Free Movement / Level Editor

Numbers!

Use the code7E0C0224 to enable a kind of level editor. This seems to be bugged, so that code might not be the best way to access this feature. This enables debug commands on both controllers.

Pos. X and Pos. Y represents the position of the cursor on screen. Cell No. is the ID for the cell under the cursor. Hit No. seems to be collision information.

  • D-Pad: Moves screen.
  • A: Foreground toggle.
  • B: Speeds up screen movement.
  • X: Unknown; freezes the game.
  • Y: Displays two screens of data.

TOO MANY NUMBERSRM7FreeMovement3.png

What these numbers represent is unknown.

  • D-Pad (2P): Moves cursor.
  • A (2P): Set Cell No. to 0000.
  • B (2P): Increases cursor speed.
  • X (2P): Unknown.
  • Y (2P): Changes cell that the cursor is on.
  • L (2P): Increases Cell No.
  • R (2P): Decreases Cell No.

Object Viewer

An object viewer exists here, and can be accessed using the codeC005B302.

Sample Final
Projective!Objective!

The text's palette is glitched in the final, but in the Sample it's perfectly fine. The object numbers go up to56 in the sample, and9D in the final.

Leftover Copyright Information

At memory address0xAB54 is the copyright screen text fromX-Men: Mutant Apocalypse. As is often the case with leftovers, it is likely a result of the development team using a compiler that did not initialize the memory that it was allocated, resulting in it scooping up fragments of other games that happened to be left in the computer's RAM at the time.

X-MEN TM & ©1994 MARVELENTERTAINMENT GROUP, INC.ALL RIGHTS RESERVED.© CAPCOM 1994ALL RIGHTS RESERVED.THIS VIDEO GAME IS PRODUCED UNDER LICENSEFROM THE MARVELENTERTAINMENT GROUP, INC.© CAPCOM CO.,LTD. 1994
v · t · e
TheMega Man series
NESMega Man •Mega Man 2 •Mega Man 3 (Localization Prototype) •Mega Man 4 (Localization Prototype) •Mega Man 5 •Mega Man 6 •Wily & Right no Rock Board (Prototype)
Game BoyMega Man: Dr. Wily's Revenge (Prototype) •Mega Man II •Mega Man III •Mega Man IV •Mega Man V •Wily & Right no Rock Board
DOSMega Man •Mega Man 3
SNESMega Man 7 (Prototype) •Rockman & Forte •Mega Man's Soccer (Prototype)
GenesisMega Man: The Wily Wars
Game GearMega Man
ArcadeMega Man: The Power Battle •Mega Man 2: The Power Fighters
PlayStationMega Man 8 (Prototypes) •Mega Man: Battle & Chase
Sega SaturnMega Man 8
GameCube, PlayStation 2, XboxMega Man Anniversary Collection
Game Boy AdvanceMega Man & Bass
J2MEMega Man
PlayStation PortableMega Man Powered Up (Demos)
PlayStation 3, Xbox 360, Wii(Ware)Mega Man 9 •Mega Man 10 (Prototypes)
WindowsMega Man Legacy Collection •Rockman Strategy •Mega Man 11
Nintendo 3DSMega Man Legacy Collection
Nintendo Switch, PlayStation 4, Xbox OneMega Man Legacy Collection •Mega Man 11
Mega Man X
SNESMega Man X •Mega Man X2 (Prototypes) •Mega Man X3 (Prototypes)
Game Boy ColorMega Man Xtreme •Mega Man Xtreme 2
PlayStationMega Man X3 •Mega Man X4 (Prototypes) •Mega Man X5 (Prototypes) •Mega Man X6 (Prototype)
Sega SaturnMega Man X3 •Mega Man X4 (Prototypes)
WindowsMega Man X3 •Mega Man X4 •Mega Man X5 •Mega Man X7 •Mega Man X8
PlayStation 2Mega Man X7 (Prototypes) •Mega Man X8 (Prototype) •Mega Man X: Command Mission (Prototype)
PlayStation PortableMega Man Maverick Hunter X
Mega Man Legends
PlayStationMega Man Legends (Prototypes) •Mega Man Legends 2 (Prototypes) •The Misadventures of Tron Bonne
Nintendo 64Mega Man 64 (Prototype)
WindowsMega Man Legends •Mega Man Legends 2
Mega Man Battle Network/Star Force
Game Boy AdvanceMega Man Battle Network •Battle Network 2 (Prototype) •Battle Network 3 •Battle Network 4 •Rockman.EXE 4.5 Real Operation •Battle Network 5 •Battle Network 6
Mega Man Battle Chip Challenge
GameCubeMega Man Network Transmission
WonderSwan (Color)Rockman EXE WS
Nintendo DSMega Man Battle Network 5: Double Team DS •Rockman.EXE: Operate Shooting Star
Mega Man Star Force •Mega Man Star Force 2 •Mega Man Star Force 3
Windows, PlayStation 4, Nintendo SwitchMega Man Battle Network Legacy Collection
Mega Man Zero/ZX
Game Boy AdvanceMega Man Zero •Mega Man Zero 2 •Mega Man Zero 3 •Mega Man Zero 4
Nintendo DSMega Man Zero Collection •Mega Man ZX •Mega Man ZX Advent
Other
iOS, AndroidRockman Xover •Mega Man X DiVE
Related
Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Wii U, Linux, Mac OS XMighty No. 9 (Prototypes)
WindowsMega Man Maker
GenesisMega Man: The Sequel Wars (Demos)
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