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Mega Man Battle Network 6
Mega Man Battle Network 6: Cybeast Falzar/Cybeast Gregar |
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Also known as: Rockman EXE 6: Dennoujuu Falzer/Dennoujuu Glaga (JP) This game has hidden development-related text. This game has a prerelease article |
Mega Man Battle Network 6 is the sixth and final installment of the Battle Network series. The game finally introduces freely playable Navis, removes the EX-virus system, and adds a second elemental cycle. The US and European versions also removed content from the game, including Crossover Battle 2.
Contents
Sub-Pages
Regional Differences A ridiculous amount of content was cut out of the international GBA version, particularly related to Boktai or peripherals, although they mostly got re-instated with the Legacy Collection. |
Build Date
Region | Version | ROM Address | Text |
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JP | Gregar | 0409B0 15C88C |
REXE6 G 20050924a JP Oct 24 2005 21:26:22 |
JP | Falzar | 0409DC 15AD50 |
REXE6 F 20050924a JP Oct 24 2005 21:23:00 |
US | Gregar | 03F754 1519C8 |
REXE6 G 20060110a US Apr 6 2006 14:08:48 |
US | Falzar | 03F780 14FE78 |
REXE6 F 20060110a US Apr 6 2006 14:14:54 |
EU | Gregar | 03F754 1519C8 |
REXE6 G 20060110a PL Apr 6 2006 14:44:50 |
EU | Falzar | 03F780 14FE78 |
REXE6 F 20060110a PL Apr 6 2006 14:54:12 |
Unused Sprites
This early screenshot shows Elecman casting blue-colored thunder from his charge attack. There is no way to trigger blue thunder in the final game and it is unknown whether it had any special effect since it was introduced in this game. Apparently blue thunder was supposed to appear in the horizontal thunderbolt sprite which also remained unused. This cosmetic feature was simply dropped.
Tomahawk Cross also faced layering issues. MegaMan himself is layered over the Cross's sprite. Normally, Crosses are busts layered over the regular MegaMan sprites. Attacks that require animations unique to the Cross are normally flattened, but for this case, the sprite on MegaMan was kept and still exists in the final version. One detail that didn't carry over was the detail. It's kind of hard to see but the early screenshot had more detailed arms than seen in the sprites below.
In the final version, though the sprite still exists, the Cross bust appears over MegaMan properly, but the incomplete details can't normally be seen. The sprite is also very incomplete and offers insight as to how Capcom's sprite artists worked on sprites. The arms are notably flatter. The emblem is sloppily made. The backpack object is missing. And the shoulder pads are still blue.
Chip-charging was added in Mega Man Battle Network 4. In this game, there are alternate colors for elemental chips. Apparently when an elemental chip was charged, the charge animation would be colored the matching color. However, there is no known way to trigger this behavior in the game. This animation does play when using the Beast Link Gate exclusive Chips; PunchArm, NeedleArm, PulseArm and BoomerangArm which change your Charge Shot to FireHit, AquaNeedle, ElecPulse, and Boomerang, respectively.
The flamethrower sprites were updated in this game, but it apparently copied over old colors. There are elemental flame colors and a dark color. Perhaps there would have been elemental flames of some sort in the game, but these aren't used.
The Pulse Bulb enemy also has an unused animation. It seems that it was supposed to open up and perform a scan of some sort. While this sprite exists, there is no known way to trigger this behavior or know what it did.
The Shrubby virus has one unused animation. Being one of the more animated viruses, it has different animations for different situations. Its first animation is the idle animation. The second animation is the enemy panicking, trying to hide behind an object. The third animation is it preparing to attack. This animated GIF is the sixth animation, which has it squatting to the point where legs can't be seen. This animation isn't used but its behavior is similar to the Ratton enemy from the first three games where it would act faster when its HP was lower.
Beast Overs were also supposed to use their own color. In the game, after Beast Out time runs out, Beast Over can be enabled. However, the same colors are used and the sprite simply cycles through green colors for Gregar and red colors for Falzar. These unused palettes suggest that Beast Over would have changed the sprite's palette completely. This would match the colors used in the official artwork for the Beast Overs. However, Falzar Beast's wings don't have a matching Beast Over palette which might imply that there were programming/time issues in implementing this feature. Note that Falzar Beast's wings have two palettes for all five Crosses, a lighter movement color, and a Full Sync color with a lighter version of that used for movement.
Some NPCs have additional palettes that are not used anywhere in the game. Two of them have palettes similar to NPCs found in the two preceding titles.
Because the e-Reader feature was removed in the International version, these labels go unused.
Unused Enemies
Mega Man Battle Network 6 also introduced the Virus Battler. The player may find "Rare" viruses and defeating them registers them for use in the Virus Battler.
The Rare Fan enemy can't normally be encountered in the game. All Virus Battler viruses normally have 2 versions of their Rare version. The WindBox family is a notable exception since it contains pulling and pushing versions of the enemy. Technically the Rare Fan would have had a different effect from Rare Box and therefore the selectable enemy in the Virus Battler list would not match. The Virus Battler allowed for only one version from the virus family and the Fan wasn't chosen.
The Rare Kettle, called Kettle SP in-game, is presumably the Rare-colored version of the Kettle enemy. However, Kettle is not selectable in the Virus Battler. It was probably excluded due to the way it handles HP which would not function properly with standard enemies and accumulated HP. Also note that the color was made specifically for this version. Because the Kettle family adds one extra version used exclusively in Heatman's sidequest, the other Rare version could not be included.
Unused Virus Battler Enemies
When the Virus Battler list is debugged, 2 unused enemies appear on the list: Trumpy and Kettle. All other enemies are accounted for. The Kettle may not have been included due to the reasons above. The Trumpy may have also been excluded since a Rare version wouldn't fit in the maximum allowed 6 versions per enemy.
Unused JudgeMan Attack
Buried in the game's attack list, there is a very non-standard attack. Once hacked in, the attack will cause a message box to appear (never done during a battle, mind you) and Judgeman saying "MegaMan, thou must not move." After the attack, the enemy's panels are highlighted blue (an effect never done anywhere in the series) and a placeholder sprite appears which floats a couple panels before freezing the game.
Additional lines of text follow this which appear exactly as seen in-game:
One way to interpret this is that Judgeman could punish MegaMan if he fails to follow his orders (browser game Tower of Heaven has an example of such a mechanic), though the placeholder effect on the battlefield is quite indecipherable.
Unused Text
The game also has a couple of unused text and debug commands.
Dummy Text
If the player ends up in an area before they are meant to and press L, a dummy text box will popup.
Unused Map Names
There are a few unused maps. The only evidence of their existence is their name on the map name list: Stg6Dungeon1, Stg6Dungeon2, Stg6Dungeon3. These are presumably placeholder names for boss maps. The term "Stage" describes the boss map and "Dungeon" describes the room. Assuming there was a sixth stage, there would have been 2 more storyline bosses in the game than the 4 bosses there are in the final. There is no other data available on these maps so it is impossible to know how quickly the concept of 6 bosses was dropped.
The rest of the unused entries are all labelled "Extra"; these are presumably placeholders for the Home Pages only meant to pad the list for the accessible HPs.
Wireless Test
At 0x6DAE68 in the US Falzar game, there is a compressed text archive which appears to be some kind of Wireless connection test or tutorial. There is no pointer for this data and therefore no known method to get it to appear during the game. In this test, the player can choose either Host or Client right off the message box (never done in-game). A connection is then initiated with another player named "Mike". It is worth noting none of the text appears in the game and everything written in the archive was written for the use of the archive only. Placeholder names for the client, host and their comments are present in the archive. MegaMan also speaks all the dialogue.
Please choose to be the Host or Client. [Host][Client] This is the host. Please wait for Client transmission. Mike applied to play wirelessly! Play with Mike? [Yes][No] Connected to play with Mike. Seems like wireless initialization has failed... Communication error. Please reset the system... There was a link error. Your partner cancelled the transmission. I cancelled the transmission. Bob Bob Mike Let's play!
No Rush Coil!
For some inexplicable reason, when a certain flag is enabled and the player is in any of the school maps, MegaMan will suddenly say "No Rush Coil!" While Rush Coil is a powerup from the classic Mega Man games, the reference is still random. Also, the way the line of dialogue is set up, if the player has GroundMan, he will say his own thing while every other Navi will default to MegaMan mentioning Rush Coil. GroundMan's full line of dialogue is:
Hey! It's no time to be doing that sort of thing! You need to be concentratin'!
Debug Text
The game also has normally inaccessible debug text. They perform the effects described and were used for testing purposes in the game. Two of the commands actually have the word "Cheater" written in parentheses for whatever reason. In Japanese, they appear as インチキ.
47= Cannot Converse 65= All mail sent 6F= Seaside HP Banner AB= Green HP Banner AC= Sky HP Banner AD= ACDCTown HP Banner AE= All mail received AF= BOKTAI TRADER DISPLAY B5= Green Town Chip Trader SP Display B6= Navi Change Box Display B7= バグピーストレーダーひょうじ B8= BBS Entry BF= Request BBS entry C0= 1 Point Acquired C1= Request Complete C2= All Requests Complete C3= Got Rush Food C5= Go to underground from Set 2 C9= Operate Partner Navi (CHEATER) CA= Virus Battle Set (CHEATER) CB= Max Virus MAX CC= Recheck Gold Mystery Data D1= 1 HP Memory D3= Reg Up 1 D4= Reg Up 2 D5= Reg Up 3 D6= 0 Zennys Cleared D7= 0 Bug Frags Cleared D8= Extra Deck D9= Folder2 DA= Extra Deck DC= Start Fishing Game DD= Evil Spirit Game DE= Cooking Game DF= Roll mini Game E0= Blackout Game E1= Erasure Game E2= Rock Crusher Game E3= Check Real Megaman E5= Check Mystery Data E6= Change to Megaman E7= Change to Elecman E8= Change to Heatman E9= Change to Eraseman EA= Change to Slashman EB= Change to Chargeman EC= Change to Spoutman ED= Change to Tomahawkman EE= Change to Groundman EF= Change to Dustman F0= Change to Tenguman F1= Beast Change OK/Cross Change OK F2= Change to Protoman F3= BOKTAI POINT GET F4= Hidden Gate Display F5= EX Memory F6= You got PA F7= Reality World Tour F8= Cyberworld Tour F9= Got Navi Cust FB= New Mail FC= Very Wealthy FD= You got: Sub Chip FE= You got: All Chips
It is worth noting that entry B7, バグピーストレーダーひょうじ, only exists in the English version of the game untranslated. The second-to-last character actually shows up as an A-button character because that character overwrote a valid Japanese character in the US version. This command unlocks the Bug Frag trader, in this case to appear in Underground 2. Another BBS Entry message replaces this unlock command in the Japanese version.
CrossBatch Item
CrossBatch is a Key Item that exists in the game, but cannot be normally obtained. According to a similarly unused E-Mail, it reveals that Crosses once needed a specific Navi Customizer part called CrossProgram and that CrossBatch would allow the player to swap during battle. In the English game, these texts were removed but the CrossChange E-Mail name still exists.
Revisional Differences
To do: Other text changes in Japanese, and more images would be nice |
Legacy Collection
- AquaMan.exe is referred to as "SpoutMan.exe" in the original international versions of the games, which is inconsistent with previous Battle Network games -- not to mention his Classic counterpart -- but does align with the English dub of the NT Warrior anime (as usual, Capcom didn't change his corresponding chip codes, so they're still filed under "A"). Like NT Warrior, this was probably to avoid running afoul of DC Comics' legal team. Mega Man Battle Network Legacy Collection undoes this change and refers to him properly as AquaMan.
- Notably, in Underground 2 when the player finishes fighting MegaMan, Lan still stutters "S-AquaMan!" suggesting the change was copy-pasted.
- Strangely, unused voice lines in Mega Man Battle Network 5: Double Team DS show they were intending to do this to NapalmMan as well, intending to use the name MoltanicMan for European regions.
- With the exception of Crossover Battle 2 and the Beast Link Gate content (likely due to both being difficult, if not impossible to implement in a easy to use manner), all content that was previously removed from international versions were restored. The Count's Battle Chips, which were incorrectly transliterated as Hack Jack in the English version (despite being removed) are also now properly localized.
- The initial Legacy Collection release maintained the separate Virus Battler rewards for each region, inadvertently making 100%ing the international version impossible due to various Battle Chips not being handed out; this was eventually patched months later to use the Japanese rewards regardless of the version played.
- The original game rather infamously continued to play the "incident" track after the game was beaten; Legacy Collection changes it to revert to the overworld music upon defeating the Cybeast, much like previous games in the series. The original Expo music before the WWW reveal is also restored.
- A swear-word filter is added to folder names to prevent inappropriate names from appearing online.
- During the cutscene in which Mick realizes a penguin has followed him to school, the player needed to press A twice when MegaMan said "L-Lan!!?". Legacy Collection fixes this issue.
Game Boy Advance | Legacy Collection |
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*whew*... If you look at this area from a guide board, it looks like it's shaped like a vortex! | *whew*... If you look at this area from a guide board, it looks like it's |
For unknown reasons, an NPC in Seaside Area 1 now has his text cut off.
- In the fourth chapter, a Security Bot in the Green Town Courtroom had his positioned moved; in the Japanese version, his original position could trigger a minor graphical error with Lan getting overlaid over the Security Bot, while the English GBA version disabled the text trigger altogether.
- The Puffy virus family has been renamed to Diodon in English; this was likely to prevent confusion as there was already another Puffy virus family, whom also have a e-Reader card.
- The AsterLand Chip Order now works like it did in the third and fourth games, with the chip stock available depending on what chips the player put into the Chip Trader beforehand.
- It is now possible to jack out of Mr. Weather Comp or Pavilion Comp 3 while on a cloud.
- In the GBA versions, ElecPuls2 would freeze the player for less time than the first or third variations; this is adjusted in Legacy Collection to now be consistent with all three chip variations.
- The DeltaRay BattleChip’s behavior has been changed. ProtoMan’s travel points can only be blocked by ally Navis (such as MegaMan) and viruses, and holes. It was different in the GBA version, where ProtoMan can only be blocked by enemies, obstacles owned by either player, panel reservations for movement, and holes.
- Pages missing developer references
- Games developed by Capcom
- Pages missing publisher references
- Games published by Capcom
- Game Boy Advance games
- Pages missing date references
- Games released in 2005
- Games released in November
- Games released on November 23
- Games with hidden development-related text
- Games with unused graphics
- Games with unused music
- Games with debugging functions
- Games with regional differences
- Games with revisional differences
- To do
- Mega Man series
- E-Reader compatible games
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Capcom
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Games > Games by platform > Game Boy Advance games
Games > Games by platform > Game Boy Advance games > E-Reader compatible games
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