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Mega Man Battle Network 6

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Title Screen

Mega Man Battle Network 6: Cybeast Falzar/Cybeast Gregar

Also known as: Rockman EXE 6: Dennoujuu Falzer/Dennoujuu Glaga (JP)
Developer: Capcom
Publisher: Capcom
Platform: Game Boy Advance
Released in JP: November 23, 2005
Released in US: June 13, 2006
Released in EU: June 16, 2006


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png 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.

Sub-Pages

Rockman.EXE 6 DoubleBeast Chip.png
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
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

Mmbn6 blue thunder.png Mmbn6 unused horizontal thunderbolt.png
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.

Mmbn6 tomahawk cross layering.png Mmbn6 unused megaman anim.png
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.

Mmbn6 unused chip charge colors.png
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.

MMBN6-Unusedflamethrower.png
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.

MMBN6-Unusedpulsebulb.png
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.

Mmbn6 shrubby unused anim.gif
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.

Mmbn6 unused beastover.png
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.

MMBN6-NPCUnusedPalettes.PNG
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.

MMBN6UnusedEReaderEnglishMenus.PNG
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.

Mmbn6 rare fan.png
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.

Mmbn6 rare kettle.png
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

Mmbn6 scenario attack1.png Mmbn6 scenario attack2.png

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:

Mmbn6 unused scene dialog1.png Mmbn6 unused scene dialog2.png

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

Mega Man Battle Network 6 - Dummy Text.png

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!

Mmbn6 norushcoil.PNG Mmbn6 norushcoil alt.PNG

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

Exe6 crossbatch item.png

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

Hmmm...
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
*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.
(Source: The Rockman EXE Zone)